Voxel | Volumetric Lighting | v0.12 [BETA]

voxel2  Voxel Group 6

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Group 7 (4)

Example Game

Simplistic Volumetric Lighting

  • Drag and Drop into StarterCharacterScripts
  • Use shadowmap for performance, use future for better looks. :sunglasses:

Level up your game with Voxel Group 6

 

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[quote=“spark, post:5, topic:3259368, username:Spa_rkk”]

Changelog :

  • Added visibility control for volumetric fog, can be found in Voxel > Configuration
  • Performance and looks optimizations. :hammer_and_wrench:

Warning :warning: This will eventually become a plugin and will not be free on release! :warning:
(There will always be a free version that has less customisation and less updates)

15 Likes

ewqewqweqeweq 1  Sparkk Group 6 (2)

There are still some issues with quality and performance but they should be ironed out within updates.

Looks cool, but can you explain how it works? And show a video example as not everyone wants to play a game.

1 Like

ewqewqweqeweq 1  Sparkk Group 6 (2)

Here is a demo showing the capabilities of Voxel :slightly_smiling_face:

voxel2  Voxel Group 6


Changelog :

  • Added visibility control for volumetric fog, can be found in Voxel > Configuration
  • Performance and looks optimizations. :hammer_and_wrench:
1 Like

Looks nice but it works even with graphics at 1?

1 Like

ewqewqweqeweq 1  Sparkk Group 6 (2)

This system uses billboard gui’s to crate volumetric lighting, and since billboard gui’s work at graphics level one, so does this!

1 Like

Why can’t be it in StarterPlayerScripts? I made it so it works in there easily by parenting the camera part to workspace.CurrentCamera

1 Like

Please mind the fact that while Billboard method works, it doesn’t work when the light source is facing your camera (this is only for Future lighting)
For everything else it looks very cool other than lack of configuration and oddly specific installation (wouldn’t it be more logical if the froxel host would be parented to camera?)

1 Like

ewqewqweqeweq 1  Sparkk Group 6 (2)

I come from a background of fps frameworks so I did what came naturally :slightly_smiling_face:
Plus this is in early beta so I will I will redo the code to support this.

Yes this is a major problem that I have noticed with billboard gui’s. In response by full release, I should be able to make a performant blend of particles and billboards. Look out for that soon :smiley:

I am also working on this, it should be up and running by the time of release or even sooner.

Thanks everyone for the great suggestions! :grinning:

1 Like

Well fps frameworks should be in the camera instance and try to not have any anchored parts in the character as it can break other scripts.

2 Likes

ewqewqweqeweq 1 Sparkk Group 6 (2)

Next update coming soon!