This effect works incredibly well?! I’m using it in this scene to obscure the LOD changes from terrain, and its such a distinctly stylized effect it doesn’t look like a roblox game at all. Thank you so much for sharing this technique.
Dude this looks awesome! You got it to affect the skybox too, you have an inverted sphere with a texture projection or something?
i changed the technique a little bit, which might be why. I used ExposureCompensation to quantize the colors, then used an extremely large ColorCorrection TintColor to bring the colors back.
Also i made this testing place to see how different exposure levels effect the output, its really interesting
I’ve been working on a ski resort game. The mountain is done and I am working on the player experience and realistic roleplay in the game.
That game looks amazing! The graphics are very realistic.
Currently hired to script on this game: Totally Normal World (17+) (INCOMPLETE) - Roblox
Currently working on the following:
- Air Defence System (Missiles, CRAMS etc)
- Vehicles System (cars etc)
- And other things I won’t disclose about.
I would show some screenshots if the Air Defence systems were in the game. (I cannot play because my account is not yet 17+, It’s 17 this year.)
Working on a new jailbreak prison style game, above are the new custom proximity prompts i made (not finalised)
That’s really cool. I wish games used less backgrounds and especially flat/bright colours like white for them.
Ty, yeah im going to change them a bit more, add gradients and things
Since its a prison game add some sort of prison decal for the background or something grey/dark with a slight blur.
Hmm, ill see, thank you for the feedback
Chromatic abberation overlay on the character
(bonus: it leaves behind your shadow after you die which is a neat effect)
Looks great! The style definitely fits.
woah how did you do that that’s really cool
It’s using the magic of ViewportFrames - I have two overlaid on the screen that copy the position + FoV of the player’s camera. Each has a clone of the character that is updated with all of the body part positions each frame. Each overlay character has its textures removed + material set to neon white so I can then use UIGradients in the ViewportFrames to change the colour on the edges
that’s a bit of works lol but thanks
c++ to lua???
are you using the source code leak?
Unfortunately until we get more shaders it’s the simplest way to do it
Yeah lots of things on this engine is lacking or just pointlessly complex tbh. Can’t even have a gui blur natively