there is one. its called what are you working on currently 2025, they just didn`t close this one
The one you’re referring to was posted by a Forum member, not an actual ROBLOX individual. I assumed they removed “2024” from this post, and just renamed it. This will probably be the last WAYWOC post from ROBLOX.
tried designing my own tank turret from the future. bear with the quality this is like my 4th model ive made ever. all in-studio
it’s crazy that it’s march and were still on the 2024 post but here’s what ive been working on this past week, it’s no where near finished but yea. what do yall think?
any time i start something new i am obligated to post it here
i got a ray tracer going on. not the best but its smtn. might rewrite it to make it a little better since doing it right now is just really inconvenient (and it doesnt look amazing)
“Bear with the quality” he says as he pulls up a peak model
Great job for beginner modeler. Is this going to a larger project?
Messing around with particles, here’s a little smoke bomb test I made
nah, just messing around. currently tryna get denoising to work properly before fixing other issues since the code for it was abysmally slow
(denoising the below image with the current algorithm took ~1 second. the old algorithm wouldve taken 40 minutes to denoise the same image)
i genuinely just disabled it for a while cause it was just that poorly written, it would individually add the rgb values of 4 pixels around the current one, average them out, then set each of those 4 pixels colours to each of their new corresponding colours and set the current one to all those averaged out
now it just adds all the colours at once and averages them out. somehow managed to speed it up by ~2400x
so it went from changing 5 pixels at once to 1
its like 1/3 the length too
OLD CODE:
function RAYTRACER.ColDENOISE(Fact : number, ScreenSize : Vector2, Iterations : IntValue)
local totalPixels = #PixelPool
for i = ScreenSize.X+1, totalPixels-(ScreenSize.X-1), RAYTRACER.RayTracerParameters.NumToBatch*2 do
task.spawn(function()
for j = i, math.min(i + (RAYTRACER.RayTracerParameters.NumToBatch*2) - 1, totalPixels) do
if Holder[j].BackgroundColor3 ~= Color3.new(0,0,0) then
local Pcol = Color3.new(
Holder[j].BackgroundColor3.R,
Holder[j].BackgroundColor3.G,
Holder[j].BackgroundColor3.B
)
local FadeColRt = Color3.new(
(Pcol.R + Holder[j + 1].BackgroundColor3.R)/2,
(Pcol.G + Holder[j + 1].BackgroundColor3.G)/2,
(Pcol.B + Holder[j + 1].BackgroundColor3.B)/2
)
local FadeColUp = Color3.new(
(Pcol.R + Holder[j - ScreenSize.X].BackgroundColor3.R)/2,
(Pcol.G + Holder[j - ScreenSize.X].BackgroundColor3.G)/2,
(Pcol.B + Holder[j - ScreenSize.X].BackgroundColor3.B)/2
)
local FadeColLf = Color3.new(
(Pcol.R + Holder[j - 1].BackgroundColor3.R)/2,
(Pcol.G + Holder[j - 1].BackgroundColor3.G)/2,
(Pcol.B + Holder[j - 1].BackgroundColor3.B)/2
)
local averaged = Color3.new(
(Pcol.R+FadeColRt.R+FadeColDN.R+FadeColUp.R+FadeColLf.R)/5,
(Pcol.G+FadeColRt.G+FadeColDN.G+FadeColUp.G+FadeColLf.G)/5,
(Pcol.B+FadeColRt.B+FadeColDN.B+FadeColUp.B+FadeColLf.B)/5
)
Holder[j].BackgroundColor3 = averaged
Holder[j - 1].BackgroundColor3 = FadeColLf
Holder[j + 1].BackgroundColor3 = FadeColRt
Holder[j - ScreenSize.X].BackgroundColor3 = FadeColUp
Holder[j + ScreenSize.X].BackgroundColor3 = FadeColDN
end
task.wait(1)
end
end)
end
end
NEW CODE:
function RAYTRACER.ColDENOISE(Fact : number, ScreenSize : Vector2, Iterations : IntValue)
local indexes = {}
local AveragedColours = {}
print(#PixelPool)
for i = ScreenSize.X+1, #PixelPool-ScreenSize.X do
local MyColour = PixelPool[i].BackgroundColor3
local UpColour = PixelPool[i-ScreenSize.X].BackgroundColor3
local DownColour = PixelPool[i+ScreenSize.X].BackgroundColor3
local LeftColour = PixelPool[i-1].BackgroundColor3
local RightColour = PixelPool[i+1].BackgroundColor3
local NewColour = Color3.new(
(MyColour.R + LeftColour.R + RightColour.R + UpColour.R + DownColour.R)/5,
(MyColour.G + LeftColour.G + RightColour.G + UpColour.G + DownColour.G)/5,
(MyColour.B + LeftColour.B + RightColour.B + UpColour.B + DownColour.B)/5
)
table.insert(AveragedColours, NewColour)
table.insert(indexes, i)
end
for j = 1, #indexes do
PixelPool[indexes[j]].BackgroundColor3 = AveragedColours[j]
end
table.clear(AveragedColours)
table.clear(indexes)
end
just some indexing issues to fix and itll be good
ill also need to get to commenting this 500 line monster of a module at some point which’ll be fun…
lol thanks i appreciate it.
i dont think im really going to use this for anything. mostly for practice, and maybe something to add to a portfolio if i get into modelling seriously.
Just released my 2nd showcase
Hey everyone, I wanted to get some feedback on my Underwater and rain effects.
Is there anything else I should add or change?
been working on my physics VR system!!
i’ve got a few things implemented right now
- collider moves with any irl movement, so your camera doesn’t get offset
- hand / head directional movement, smooth / snap turning, and jumping
- hands use physics to align with your controllers, so they wont go through walls
- hand pose system
i hope to get it fully working soon :33
first off: awesome rain and water, i really like it and you’ve done a good job with it, I personally like the speed of the rain coming down and it works well with the environment you’ve gone for. I wouldn’t change anything, not for the time being as I think it works quite well :d
You look like a 5 year old trying to get over the block wondering how to jump
who’s gonna tell him that they weren’t replying to him
Shoulda flipped us off lmao