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How to Make Realistic Fire & Smoke in Roblox Studio — Transcript

by Ice Guy · 2,809 words · 382 segments · language en · Watch on YouTube

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  1. 0:00This is how you can make realistic fire
  2. 0:02and smoke in Roblox Studio using
  3. 0:04particles. Let's begin. Okay, let's
  4. 0:06begin with how to actually make
  5. 0:08realistic particle effects. So, all you
  6. 0:10really need is a flip book texture like
  7. 0:13this. Now, you can find this in the
  8. 0:15toolbox or you can find it online. I've
  9. 0:17compiled a decent amount of textures
  10. 0:19that I'll be linking below in a model.
  11. 0:21Now, flip books can be any size. It can
  12. 0:23be 8x8. It can be I think this is 16x4.
  13. 0:27So, it can really be any size, but the
  14. 0:29more pictures, the higher the frame rate
  15. 0:31will be, but the texture quality will be
  16. 0:33lower because the more pictures take up
  17. 0:35more space on the texture. It's
  18. 0:37important to find a nice balance so you
  19. 0:38don't get really pixelated textures.
  20. 0:40Now, let's just begin with the basic
  21. 0:42settings you'll find. You can add a
  22. 0:44particle emitter into a part or just
  23. 0:47into an attachment. If you put in an
  24. 0:49attachment, it will be only in that
  25. 0:51center point. It will emit perfectly in
  26. 0:53the middle there. But if you add it on a
  27. 0:55part, you can scale the part and it will
  28. 0:58distribute it randomly around that as
  29. 1:00you can see here. Now for the particle
  30. 1:02emitter, just go here, particle emitter,
  31. 1:04and apply it. You want to import your
  32. 1:06flip book into the texture property. And
  33. 1:09then you want to go down here and enable
  34. 1:11the flip book and set it to however much
  35. 1:13the grid is. This one's a 4x4, so I'll
  36. 1:16set it to grid 4x4. And the flip book
  37. 1:18frame rate, you want it to be as many
  38. 1:20pictures as you have. So 4x4 would have
  39. 1:2316 frames. So I set this to 16. If you
  40. 1:26decrease this, the frame rate will be
  41. 1:28slower and the image will be slower. So
  42. 1:30if you want a really jittery looking
  43. 1:32flip book, that works. Then if you
  44. 1:35increase it, it will just play it
  45. 1:36faster. This will result in a smoother
  46. 1:38looking image and a faster looking one.
  47. 1:40So use that for certain instances. Now
  48. 1:42for the flip book modes, loop just means
  49. 1:45that it will loop. Oneshot means
  50. 1:48something. I don't know. Ping pong means
  51. 1:49it goes back and forth. As you can see
  52. 1:52here, goes forward, then it reverses it.
  53. 1:54And random just means it'll randomly go
  54. 1:56through the frames instead of just going
  55. 1:58in order. So, you know, I would just
  56. 2:00recommend having it on loop for most of
  57. 2:02these effects. Now, flip book start
  58. 2:04random just means it'll start on a
  59. 2:05random frame. If you have a flip book
  60. 2:07that loops perfectly, then I would
  61. 2:08recommend using this to add some
  62. 2:10variety. But if it doesn't loop
  63. 2:11properly, then it will have a little bit
  64. 2:13of jitter to it, which doesn't really
  65. 2:15look that good. Okay. Now, light
  66. 2:16emission changes how the particle looks,
  67. 2:19but doesn't actually cast out any light.
  68. 2:21So, for fire, I just recommend having
  69. 2:23this pretty high. Something like 7 to
  70. 2:25one works pretty well. Now, brightness,
  71. 2:28just how bright the texture looks. You
  72. 2:29can add in a custom color here. Just
  73. 2:32change the hue of it. Now, the light
  74. 2:34influence affects how light influences
  75. 2:36[music] it. If you set the light
  76. 2:37influence to one, however, the
  77. 2:39brightness will go away. So, just be
  78. 2:40cautious of that. So if you have a point
  79. 2:42light or you want to make fog, then I
  80. 2:44would recommend increasing the light
  81. 2:46influence. Now the orientation just
  82. 2:48affects how the particle is orientated.
  83. 2:50So facing camera world up changes the
  84. 2:52rotation so it always faces the camera.
  85. 2:54But if you look at it from the top,
  86. 2:56it'll always just be pointed up. But
  87. 2:58facing camera just means it'll always
  88. 3:00face the camera. I would just recommend
  89. 3:01having the orientation set to facing
  90. 3:03camera or facing camera world up. Now
  91. 3:05the size is where you can affect the
  92. 3:08size of the particle. Now, you can just
  93. 3:10set a number value here if you want. Set
  94. 3:12to one or three or something. There's no
  95. 3:15limit to these. You can set it to like
  96. 3:162,00. It'll just be massive. But if you
  97. 3:19click on these three little dots right
  98. 3:21here, you get this menu. Now, on this
  99. 3:24side is how it begins. So, if you set it
  100. 3:26to zero, it will scale out. This is
  101. 3:28where it ends. And this is everywhere in
  102. 3:30between. So, you could make it at zero
  103. 3:33for the start and at the end. Then you
  104. 3:35can drag in another key frame so it
  105. 3:38increases in size. and then decreases in
  106. 3:40size at the end. So you get this effect.
  107. 3:42Set all of these. [music] Now for the
  108. 3:44envelope, this is how much randomness it
  109. 3:46will be. So if you set the envelope to
  110. 3:48one and the value to two, the result
  111. 3:50could be either three or one and
  112. 3:52anywhere in between that because it's a
  113. 3:54random value. Now you can quickly do
  114. 3:56that just by holding this little bar
  115. 3:59here. Just increase or decreases that.
  116. 4:01So adding some randomness through the
  117. 4:03envelope can create nice variation from
  118. 4:05the texture. Now the squash is just how
  119. 4:08compressed or squashed the texture will
  120. 4:10look. You set this to two, you can see
  121. 4:12it's pretty pretty squished. You set
  122. 4:14this to -2, it'll flatten. So yeah, now
  123. 4:18the transparency is similar to the size
  124. 4:20value. You can set this to like a number
  125. 4:22or you can click on these three dots and
  126. 4:24just change the values to how you want
  127. 4:27it to look. Bringing it to one will make
  128. 4:29it fully transparent so you can't see
  129. 4:30through it. Setting it to zero will be
  130. 4:32fully opaque. So if you don't have an
  131. 4:34animation that loops properly, I would
  132. 4:36recommend just making it increase in
  133. 4:38transparency at the end and at the start
  134. 4:41so it just blends together a little bit
  135. 4:42more nicely. Now we'll get into the Z
  136. 4:45offset later because right now it's not
  137. 4:46applicable. Now the emission direction
  138. 4:49just changes in which way the particle
  139. 4:51will be distributed, but since it's just
  140. 4:53a thin little part like this, it doesn't
  141. 4:55really matter. Now lifetime is how long
  142. 4:57the particle will stay. So you set this
  143. 5:00to three. Let me just increase the size.
  144. 5:02it will stay three times as long. So if
  145. 5:04each loop is 1 second, this will stay
  146. 5:06for three seconds. Now if you increase
  147. 5:08the rate, this increases how often new
  148. 5:10particles will be emitted. The rotation,
  149. 5:13you can set a minimum and a maximum
  150. 5:15value. This just changes how the
  151. 5:17particles will be emitted, whether they
  152. 5:19have a random rotation. So if you just
  153. 5:21set this to like -30 and 30, you'll see
  154. 5:23that the textures will start having a
  155. 5:25random little tilt to them. Rotation
  156. 5:27speed affects the rotation throughout
  157. 5:29the animation. So you can see it turn a
  158. 5:32little bit as it plays. As you can see,
  159. 5:34they're turning now. Now speed affects
  160. 5:36how the particle will move. So if you
  161. 5:38set this to couple random values, now
  162. 5:40it's being distributed up. Set it to 30
  163. 5:43and have some really fast ones and have
  164. 5:45the minimum at one. So there's really
  165. 5:46slow ones. Now the spread angle
  166. 5:48determines the angles at which particles
  167. 5:50may be randomly emitted measured in
  168. 5:52degrees, obviously. Now for the emitter
  169. 5:54shape. If the emitter shapes a box, then
  170. 5:56it will be emitted in a box-like shape.
  171. 5:58If the emitter is a cylinder, it will be
  172. 6:00emitted in a more cylindrical shape or
  173. 6:02something. I don't know. It's like a
  174. 6:04disc, it'll be emitted in a circular
  175. 6:06shape. If it's a sphere, then it will be
  176. 6:08emitted outwards in every direction. I
  177. 6:11would recommend just keeping this as a
  178. 6:12box. [music] The shape in and out.
  179. 6:14Outward means it will go up. Inward
  180. 6:16means it will go down. In and out means
  181. 6:18it will go up and down at the same time.
  182. 6:20For acceleration, this affects how the
  183. 6:23particle moves further into its
  184. 6:24animation. So to 30, we'll start slow
  185. 6:27and then speed up. So this can be used
  186. 6:29to create nice little smoke trails like
  187. 6:32something like that. Just goes up and
  188. 6:34then slightly moves. Now for these
  189. 6:36properties, I don't really use them that
  190. 6:38much, but drag determines the rate at
  191. 6:40which particles will lose half their
  192. 6:42speed through exponential decay. If you
  193. 6:44have lock toart disabled, and if you
  194. 6:46move it, the particles will respawn
  195. 6:48slowly and won't stick to the part. But
  196. 6:50if you enable locked to part, then when
  197. 6:52you drag it, it will stick to it. That's
  198. 6:54good for things. Now, time scale affects
  199. 6:57how fast the animation plays. So, if you
  200. 6:59set this to half, you'll see it plays
  201. 7:02really slowly. But if you set it to one,
  202. 7:04everything plays faster. Now, wind
  203. 7:07effects drag is good if you want to use
  204. 7:09the global wind value to affect how your
  205. 7:12particles work. So, you can just go into
  206. 7:14wind and then [music] just change how
  207. 7:16this works. So, that's a quick little
  208. 7:18rundown on all the properties. Now, this
  209. 7:20is how you actually create these
  210. 7:21effects. Hey, did you know that not even
  211. 7:235% of people who watch subscribe? So, if
  212. 7:25you found this video genuinely helpful,
  213. 7:27then it would mean a lot if you could
  214. 7:28help the channel grow. Back to the
  215. 7:30video. Let's start with fog. Now, to
  216. 7:32create a fog like effect like this, just
  217. 7:34quick little weird looking volutric. It
  218. 7:36looks better at night. You can see that
  219. 7:38these lights affect the fog. So, the way
  220. 7:42you do this is just create a large
  221. 7:44little plane. Add a particle emitter.
  222. 7:46Make the size really big. You can create
  223. 7:48a curve like this. And then set the
  224. 7:50transparency to very high, fading out at
  225. 7:53the beginning and the end. This way you
  226. 7:54can see through the fog a little bit. To
  227. 7:57get really dense fog, you want to
  228. 7:58increase the lifetime a lot and increase
  229. 8:00the rate a lot. Now, this will probably
  230. 8:02cause a bit of lag if you have a massive
  231. 8:04scene with this. Then you want to set a
  232. 8:05random rotation. Make sure it rotates a
  233. 8:07little bit and add just a little bit of
  234. 8:09speed so it spreads out a little bit.
  235. 8:11Now, for this effect, if you want like a
  236. 8:13foggy little scene, you do most of the
  237. 8:15things you did with this one, but just
  238. 8:16decrease the transparency even more. So
  239. 8:19that's pretty cool. Now, if you wanted
  240. 8:20something like this, something like
  241. 8:23this. Now, the downside of using
  242. 8:25particles is that it can take a while to
  243. 8:26get to its full effect. So, just be
  244. 8:28aware of that. But if you want these
  245. 8:30clouds like effect, what you can do is
  246. 8:32just have a whole lot of volume
  247. 8:34surrounding the main scene, but not
  248. 8:36actually over it, just around it. And do
  249. 8:39the same thing you did with this area
  250. 8:41right here, just on a larger scale. You
  251. 8:43want to increase the size of these to be
  252. 8:45massive. Then yeah, you can also add in
  253. 8:47these little point lights. This just
  254. 8:49creates a nice little lighting effect.
  255. 8:51Just add some more depth to the scene.
  256. 8:53And yeah. Okay. Now to create these nice
  257. 8:55little fire and explosion effects. Basic
  258. 8:58principle. It's basically just having a
  259. 9:00lot of the same effect with a little bit
  260. 9:02of speed, a little bit of acceleration,
  261. 9:04and have it fade out. So for this one,
  262. 9:06these are the settings I used. You want
  263. 9:08to start a little smaller and get a
  264. 9:10little bit larger at the end. You want a
  265. 9:11lot of variation between the points.
  266. 9:13Same thing for transparency. You want to
  267. 9:15start completely transparent and make it
  268. 9:17visible, then make it fade out at the
  269. 9:19end as if it was smoke. I'm going to
  270. 9:21move on from this since it's not
  271. 9:22amazing. Move on to this one. This one's
  272. 9:26five effect stacked together. That's how
  273. 9:28you create really nice looking
  274. 9:30combinations. Now, it starts with a
  275. 9:32small layer. This one is just a layer of
  276. 9:35fire like this. Doesn't need to be that
  277. 9:38dense. Then it's a a beginning explosion
  278. 9:41effect. Then it's another explosion
  279. 9:43effect at the top just to create a
  280. 9:45little transition. And then it's a smoke
  281. 9:48trail at the very end. Just have it
  282. 9:50slowly fade out. Okay. Now,
  283. 9:53specifically, these are the effects I
  284. 9:55used for this bottom one. Just have the
  285. 9:58size massive, but have a slight
  286. 10:00variation. Have the transparency fade
  287. 10:03out as it gets towards the end of the
  288. 10:05animation. Just increase the rate a lot
  289. 10:06so there's a lot of explosions, but make
  290. 10:08sure the lifetime set at one so it
  291. 10:10doesn't loop multiple times. and just
  292. 10:12add a slight little amount of Y
  293. 10:14acceleration so it goes up a little bit.
  294. 10:16Add a little bit of X variation and Z
  295. 10:18variation if you want it to head a
  296. 10:20certain direction. Now, I would
  297. 10:21recommend decreasing the time scale of
  298. 10:23all these animations because they play
  299. 10:25just too fast. Normally, if you decrease
  300. 10:27that, it'll look like a smaller fire or
  301. 10:30larger fire. Now, for the second one,
  302. 10:32it's basically the same thing. You just
  303. 10:34want the size to be pretty high. You
  304. 10:37want the transparency to fade out. And
  305. 10:39it's basically the same principle just
  306. 10:41with a different texture and slightly
  307. 10:42higher. Then you want the fog. The fog
  308. 10:44works slightly different. It's not an
  309. 10:46actual fire texture, so it doesn't need
  310. 10:48any light emission. The size, you want
  311. 10:50it to be massive. Transparency, you want
  312. 10:52it to fade out, too. I personally like
  313. 10:55having the fog more transparent than
  314. 10:56these other textures, so it sits at the
  315. 10:58back more. Then increase the
  316. 11:00acceleration more. And since this will
  317. 11:02be smoke, you want to increase the
  318. 11:03lifetime to have a minimum of one and a
  319. 11:05maximum of three. The higher the
  320. 11:07lifetime, the further out it will trail,
  321. 11:10but you can create these weird little
  322. 11:12gaps that don't look too great in my
  323. 11:13opinion. Increase the rate a lot and all
  324. 11:15of that stuff. Now, a nice little trick
  325. 11:17you could do is adding a little light at
  326. 11:20the bottom. This just causes this
  327. 11:23effect, which I think looks better. It
  328. 11:24looks more lit up, like the fire is
  329. 11:26actually causing some light. I think it
  330. 11:28just looks a little bit more realistic
  331. 11:30with that nice little light falloff.
  332. 11:31Also, if the effects aren't stacking
  333. 11:34properly, as in you want the fire to
  334. 11:36show up before all these other effects,
  335. 11:38what you can do is increase this Z
  336. 11:41offset. So, the higher the number, the
  337. 11:43closer it will appear to you. So, let's
  338. 11:45just, for example, select this smoke. If
  339. 11:47I increase it to like 10, it will appear
  340. 11:49in front of all the other effects. So,
  341. 11:51you want to order this, set the smoke to
  342. 11:52zero, then just increase it as the
  343. 11:55effect goes on. So, you want the fire to
  344. 11:57be at like 10, then just layer it. Okay.
  345. 11:59Now for this effect, this effect follows
  346. 12:01a lot of the same principles as the
  347. 12:03other one, but let's start with the base
  348. 12:05here. This is just one fire plane mixed
  349. 12:08with another fire plane just to create a
  350. 12:10nice little gradient and add some cool
  351. 12:13little variation to it. Then at the top
  352. 12:15here is a smoke plane because without
  353. 12:18it, the scene just feels [music] a
  354. 12:19little more empty. So adding a little
  355. 12:21bit of smoke makes it look quite a bit
  356. 12:23better and quite a bit more realistic.
  357. 12:25Now the smoke's pretty similar to the
  358. 12:26other one. It's just playing at a faster
  359. 12:28speed since it's a smaller flame. And
  360. 12:30yeah, now having all of these particles
  361. 12:33does cause some lag as you can see. So I
  362. 12:35would just be aware I wouldn't add this
  363. 12:36much. Now for this window, it's just a
  364. 12:39fireball. It's a square with a whole lot
  365. 12:41of fire texture. But since this texture
  366. 12:43loops, you can increase the lifetime a
  367. 12:45little bit. Increase the rate. Don't
  368. 12:47need to go over the top with it or
  369. 12:48anything. Then you can add in a light.
  370. 12:50And this just adds some nice little
  371. 12:52light emission. So it creates a cool
  372. 12:54little effect as if the fire was
  373. 12:56actually casting light. For the roof,
  374. 12:58it's the same principle, but you can add
  375. 13:00some more smoke since all of this area
  376. 13:02as opposed to this little smaller area.
  377. 13:04Just looks a little bit better. And
  378. 13:06yeah, I'll be linking all of these in
  379. 13:08the description. If you want to look
  380. 13:10more into it or use it in your own
  381. 13:12builds, you're welcome to do that.
  382. 13:13Anyways, goodbye

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