How to Make Realistic Fire & Smoke in Roblox Studio — Transcript
Full transcript
- 0:00This is how you can make realistic fire
- 0:02and smoke in Roblox Studio using
- 0:04particles. Let's begin. Okay, let's
- 0:06begin with how to actually make
- 0:08realistic particle effects. So, all you
- 0:10really need is a flip book texture like
- 0:13this. Now, you can find this in the
- 0:15toolbox or you can find it online. I've
- 0:17compiled a decent amount of textures
- 0:19that I'll be linking below in a model.
- 0:21Now, flip books can be any size. It can
- 0:23be 8x8. It can be I think this is 16x4.
- 0:27So, it can really be any size, but the
- 0:29more pictures, the higher the frame rate
- 0:31will be, but the texture quality will be
- 0:33lower because the more pictures take up
- 0:35more space on the texture. It's
- 0:37important to find a nice balance so you
- 0:38don't get really pixelated textures.
- 0:40Now, let's just begin with the basic
- 0:42settings you'll find. You can add a
- 0:44particle emitter into a part or just
- 0:47into an attachment. If you put in an
- 0:49attachment, it will be only in that
- 0:51center point. It will emit perfectly in
- 0:53the middle there. But if you add it on a
- 0:55part, you can scale the part and it will
- 0:58distribute it randomly around that as
- 1:00you can see here. Now for the particle
- 1:02emitter, just go here, particle emitter,
- 1:04and apply it. You want to import your
- 1:06flip book into the texture property. And
- 1:09then you want to go down here and enable
- 1:11the flip book and set it to however much
- 1:13the grid is. This one's a 4x4, so I'll
- 1:16set it to grid 4x4. And the flip book
- 1:18frame rate, you want it to be as many
- 1:20pictures as you have. So 4x4 would have
- 1:2316 frames. So I set this to 16. If you
- 1:26decrease this, the frame rate will be
- 1:28slower and the image will be slower. So
- 1:30if you want a really jittery looking
- 1:32flip book, that works. Then if you
- 1:35increase it, it will just play it
- 1:36faster. This will result in a smoother
- 1:38looking image and a faster looking one.
- 1:40So use that for certain instances. Now
- 1:42for the flip book modes, loop just means
- 1:45that it will loop. Oneshot means
- 1:48something. I don't know. Ping pong means
- 1:49it goes back and forth. As you can see
- 1:52here, goes forward, then it reverses it.
- 1:54And random just means it'll randomly go
- 1:56through the frames instead of just going
- 1:58in order. So, you know, I would just
- 2:00recommend having it on loop for most of
- 2:02these effects. Now, flip book start
- 2:04random just means it'll start on a
- 2:05random frame. If you have a flip book
- 2:07that loops perfectly, then I would
- 2:08recommend using this to add some
- 2:10variety. But if it doesn't loop
- 2:11properly, then it will have a little bit
- 2:13of jitter to it, which doesn't really
- 2:15look that good. Okay. Now, light
- 2:16emission changes how the particle looks,
- 2:19but doesn't actually cast out any light.
- 2:21So, for fire, I just recommend having
- 2:23this pretty high. Something like 7 to
- 2:25one works pretty well. Now, brightness,
- 2:28just how bright the texture looks. You
- 2:29can add in a custom color here. Just
- 2:32change the hue of it. Now, the light
- 2:34influence affects how light influences
- 2:36[music] it. If you set the light
- 2:37influence to one, however, the
- 2:39brightness will go away. So, just be
- 2:40cautious of that. So if you have a point
- 2:42light or you want to make fog, then I
- 2:44would recommend increasing the light
- 2:46influence. Now the orientation just
- 2:48affects how the particle is orientated.
- 2:50So facing camera world up changes the
- 2:52rotation so it always faces the camera.
- 2:54But if you look at it from the top,
- 2:56it'll always just be pointed up. But
- 2:58facing camera just means it'll always
- 3:00face the camera. I would just recommend
- 3:01having the orientation set to facing
- 3:03camera or facing camera world up. Now
- 3:05the size is where you can affect the
- 3:08size of the particle. Now, you can just
- 3:10set a number value here if you want. Set
- 3:12to one or three or something. There's no
- 3:15limit to these. You can set it to like
- 3:162,00. It'll just be massive. But if you
- 3:19click on these three little dots right
- 3:21here, you get this menu. Now, on this
- 3:24side is how it begins. So, if you set it
- 3:26to zero, it will scale out. This is
- 3:28where it ends. And this is everywhere in
- 3:30between. So, you could make it at zero
- 3:33for the start and at the end. Then you
- 3:35can drag in another key frame so it
- 3:38increases in size. and then decreases in
- 3:40size at the end. So you get this effect.
- 3:42Set all of these. [music] Now for the
- 3:44envelope, this is how much randomness it
- 3:46will be. So if you set the envelope to
- 3:48one and the value to two, the result
- 3:50could be either three or one and
- 3:52anywhere in between that because it's a
- 3:54random value. Now you can quickly do
- 3:56that just by holding this little bar
- 3:59here. Just increase or decreases that.
- 4:01So adding some randomness through the
- 4:03envelope can create nice variation from
- 4:05the texture. Now the squash is just how
- 4:08compressed or squashed the texture will
- 4:10look. You set this to two, you can see
- 4:12it's pretty pretty squished. You set
- 4:14this to -2, it'll flatten. So yeah, now
- 4:18the transparency is similar to the size
- 4:20value. You can set this to like a number
- 4:22or you can click on these three dots and
- 4:24just change the values to how you want
- 4:27it to look. Bringing it to one will make
- 4:29it fully transparent so you can't see
- 4:30through it. Setting it to zero will be
- 4:32fully opaque. So if you don't have an
- 4:34animation that loops properly, I would
- 4:36recommend just making it increase in
- 4:38transparency at the end and at the start
- 4:41so it just blends together a little bit
- 4:42more nicely. Now we'll get into the Z
- 4:45offset later because right now it's not
- 4:46applicable. Now the emission direction
- 4:49just changes in which way the particle
- 4:51will be distributed, but since it's just
- 4:53a thin little part like this, it doesn't
- 4:55really matter. Now lifetime is how long
- 4:57the particle will stay. So you set this
- 5:00to three. Let me just increase the size.
- 5:02it will stay three times as long. So if
- 5:04each loop is 1 second, this will stay
- 5:06for three seconds. Now if you increase
- 5:08the rate, this increases how often new
- 5:10particles will be emitted. The rotation,
- 5:13you can set a minimum and a maximum
- 5:15value. This just changes how the
- 5:17particles will be emitted, whether they
- 5:19have a random rotation. So if you just
- 5:21set this to like -30 and 30, you'll see
- 5:23that the textures will start having a
- 5:25random little tilt to them. Rotation
- 5:27speed affects the rotation throughout
- 5:29the animation. So you can see it turn a
- 5:32little bit as it plays. As you can see,
- 5:34they're turning now. Now speed affects
- 5:36how the particle will move. So if you
- 5:38set this to couple random values, now
- 5:40it's being distributed up. Set it to 30
- 5:43and have some really fast ones and have
- 5:45the minimum at one. So there's really
- 5:46slow ones. Now the spread angle
- 5:48determines the angles at which particles
- 5:50may be randomly emitted measured in
- 5:52degrees, obviously. Now for the emitter
- 5:54shape. If the emitter shapes a box, then
- 5:56it will be emitted in a box-like shape.
- 5:58If the emitter is a cylinder, it will be
- 6:00emitted in a more cylindrical shape or
- 6:02something. I don't know. It's like a
- 6:04disc, it'll be emitted in a circular
- 6:06shape. If it's a sphere, then it will be
- 6:08emitted outwards in every direction. I
- 6:11would recommend just keeping this as a
- 6:12box. [music] The shape in and out.
- 6:14Outward means it will go up. Inward
- 6:16means it will go down. In and out means
- 6:18it will go up and down at the same time.
- 6:20For acceleration, this affects how the
- 6:23particle moves further into its
- 6:24animation. So to 30, we'll start slow
- 6:27and then speed up. So this can be used
- 6:29to create nice little smoke trails like
- 6:32something like that. Just goes up and
- 6:34then slightly moves. Now for these
- 6:36properties, I don't really use them that
- 6:38much, but drag determines the rate at
- 6:40which particles will lose half their
- 6:42speed through exponential decay. If you
- 6:44have lock toart disabled, and if you
- 6:46move it, the particles will respawn
- 6:48slowly and won't stick to the part. But
- 6:50if you enable locked to part, then when
- 6:52you drag it, it will stick to it. That's
- 6:54good for things. Now, time scale affects
- 6:57how fast the animation plays. So, if you
- 6:59set this to half, you'll see it plays
- 7:02really slowly. But if you set it to one,
- 7:04everything plays faster. Now, wind
- 7:07effects drag is good if you want to use
- 7:09the global wind value to affect how your
- 7:12particles work. So, you can just go into
- 7:14wind and then [music] just change how
- 7:16this works. So, that's a quick little
- 7:18rundown on all the properties. Now, this
- 7:20is how you actually create these
- 7:21effects. Hey, did you know that not even
- 7:235% of people who watch subscribe? So, if
- 7:25you found this video genuinely helpful,
- 7:27then it would mean a lot if you could
- 7:28help the channel grow. Back to the
- 7:30video. Let's start with fog. Now, to
- 7:32create a fog like effect like this, just
- 7:34quick little weird looking volutric. It
- 7:36looks better at night. You can see that
- 7:38these lights affect the fog. So, the way
- 7:42you do this is just create a large
- 7:44little plane. Add a particle emitter.
- 7:46Make the size really big. You can create
- 7:48a curve like this. And then set the
- 7:50transparency to very high, fading out at
- 7:53the beginning and the end. This way you
- 7:54can see through the fog a little bit. To
- 7:57get really dense fog, you want to
- 7:58increase the lifetime a lot and increase
- 8:00the rate a lot. Now, this will probably
- 8:02cause a bit of lag if you have a massive
- 8:04scene with this. Then you want to set a
- 8:05random rotation. Make sure it rotates a
- 8:07little bit and add just a little bit of
- 8:09speed so it spreads out a little bit.
- 8:11Now, for this effect, if you want like a
- 8:13foggy little scene, you do most of the
- 8:15things you did with this one, but just
- 8:16decrease the transparency even more. So
- 8:19that's pretty cool. Now, if you wanted
- 8:20something like this, something like
- 8:23this. Now, the downside of using
- 8:25particles is that it can take a while to
- 8:26get to its full effect. So, just be
- 8:28aware of that. But if you want these
- 8:30clouds like effect, what you can do is
- 8:32just have a whole lot of volume
- 8:34surrounding the main scene, but not
- 8:36actually over it, just around it. And do
- 8:39the same thing you did with this area
- 8:41right here, just on a larger scale. You
- 8:43want to increase the size of these to be
- 8:45massive. Then yeah, you can also add in
- 8:47these little point lights. This just
- 8:49creates a nice little lighting effect.
- 8:51Just add some more depth to the scene.
- 8:53And yeah. Okay. Now to create these nice
- 8:55little fire and explosion effects. Basic
- 8:58principle. It's basically just having a
- 9:00lot of the same effect with a little bit
- 9:02of speed, a little bit of acceleration,
- 9:04and have it fade out. So for this one,
- 9:06these are the settings I used. You want
- 9:08to start a little smaller and get a
- 9:10little bit larger at the end. You want a
- 9:11lot of variation between the points.
- 9:13Same thing for transparency. You want to
- 9:15start completely transparent and make it
- 9:17visible, then make it fade out at the
- 9:19end as if it was smoke. I'm going to
- 9:21move on from this since it's not
- 9:22amazing. Move on to this one. This one's
- 9:26five effect stacked together. That's how
- 9:28you create really nice looking
- 9:30combinations. Now, it starts with a
- 9:32small layer. This one is just a layer of
- 9:35fire like this. Doesn't need to be that
- 9:38dense. Then it's a a beginning explosion
- 9:41effect. Then it's another explosion
- 9:43effect at the top just to create a
- 9:45little transition. And then it's a smoke
- 9:48trail at the very end. Just have it
- 9:50slowly fade out. Okay. Now,
- 9:53specifically, these are the effects I
- 9:55used for this bottom one. Just have the
- 9:58size massive, but have a slight
- 10:00variation. Have the transparency fade
- 10:03out as it gets towards the end of the
- 10:05animation. Just increase the rate a lot
- 10:06so there's a lot of explosions, but make
- 10:08sure the lifetime set at one so it
- 10:10doesn't loop multiple times. and just
- 10:12add a slight little amount of Y
- 10:14acceleration so it goes up a little bit.
- 10:16Add a little bit of X variation and Z
- 10:18variation if you want it to head a
- 10:20certain direction. Now, I would
- 10:21recommend decreasing the time scale of
- 10:23all these animations because they play
- 10:25just too fast. Normally, if you decrease
- 10:27that, it'll look like a smaller fire or
- 10:30larger fire. Now, for the second one,
- 10:32it's basically the same thing. You just
- 10:34want the size to be pretty high. You
- 10:37want the transparency to fade out. And
- 10:39it's basically the same principle just
- 10:41with a different texture and slightly
- 10:42higher. Then you want the fog. The fog
- 10:44works slightly different. It's not an
- 10:46actual fire texture, so it doesn't need
- 10:48any light emission. The size, you want
- 10:50it to be massive. Transparency, you want
- 10:52it to fade out, too. I personally like
- 10:55having the fog more transparent than
- 10:56these other textures, so it sits at the
- 10:58back more. Then increase the
- 11:00acceleration more. And since this will
- 11:02be smoke, you want to increase the
- 11:03lifetime to have a minimum of one and a
- 11:05maximum of three. The higher the
- 11:07lifetime, the further out it will trail,
- 11:10but you can create these weird little
- 11:12gaps that don't look too great in my
- 11:13opinion. Increase the rate a lot and all
- 11:15of that stuff. Now, a nice little trick
- 11:17you could do is adding a little light at
- 11:20the bottom. This just causes this
- 11:23effect, which I think looks better. It
- 11:24looks more lit up, like the fire is
- 11:26actually causing some light. I think it
- 11:28just looks a little bit more realistic
- 11:30with that nice little light falloff.
- 11:31Also, if the effects aren't stacking
- 11:34properly, as in you want the fire to
- 11:36show up before all these other effects,
- 11:38what you can do is increase this Z
- 11:41offset. So, the higher the number, the
- 11:43closer it will appear to you. So, let's
- 11:45just, for example, select this smoke. If
- 11:47I increase it to like 10, it will appear
- 11:49in front of all the other effects. So,
- 11:51you want to order this, set the smoke to
- 11:52zero, then just increase it as the
- 11:55effect goes on. So, you want the fire to
- 11:57be at like 10, then just layer it. Okay.
- 11:59Now for this effect, this effect follows
- 12:01a lot of the same principles as the
- 12:03other one, but let's start with the base
- 12:05here. This is just one fire plane mixed
- 12:08with another fire plane just to create a
- 12:10nice little gradient and add some cool
- 12:13little variation to it. Then at the top
- 12:15here is a smoke plane because without
- 12:18it, the scene just feels [music] a
- 12:19little more empty. So adding a little
- 12:21bit of smoke makes it look quite a bit
- 12:23better and quite a bit more realistic.
- 12:25Now the smoke's pretty similar to the
- 12:26other one. It's just playing at a faster
- 12:28speed since it's a smaller flame. And
- 12:30yeah, now having all of these particles
- 12:33does cause some lag as you can see. So I
- 12:35would just be aware I wouldn't add this
- 12:36much. Now for this window, it's just a
- 12:39fireball. It's a square with a whole lot
- 12:41of fire texture. But since this texture
- 12:43loops, you can increase the lifetime a
- 12:45little bit. Increase the rate. Don't
- 12:47need to go over the top with it or
- 12:48anything. Then you can add in a light.
- 12:50And this just adds some nice little
- 12:52light emission. So it creates a cool
- 12:54little effect as if the fire was
- 12:56actually casting light. For the roof,
- 12:58it's the same principle, but you can add
- 13:00some more smoke since all of this area
- 13:02as opposed to this little smaller area.
- 13:04Just looks a little bit better. And
- 13:06yeah, I'll be linking all of these in
- 13:08the description. If you want to look
- 13:10more into it or use it in your own
- 13:12builds, you're welcome to do that.
- 13:13Anyways, goodbye
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