How to Make VOLUMETRICS in Roblox — Transcript
Full transcript
- 0:00What is the secret to realism in games?
- 0:02If you said the lighting or the models
- 0:04or even the textures, you would be
- 0:06right. But do you know what else is
- 0:07pretty cool? Volumetrics. If you have a
- 0:10bland-looking scene, just [music] slap
- 0:12on a volume and it becomes
- 0:13photorealistic in a second. But how can
- 0:15I make this? You might be wondering.
- 0:17Well, I'm going to be showing you three
- 0:19different methods, all with different
- 0:21uses. And stay until the end to see how
- 0:23you can easily add optimized volumetrics
- 0:26to your own game. But what are
- 0:27volumetrics? Well, volumetrics in games
- 0:30is the effect you see when light passes
- 0:32through dust, fog, or smoke. Most
- 0:35notably seen in sun rays. In real life,
- 0:37this is caused by thousands of small
- 0:39particles scattering and absorbing
- 0:41light. However, matching this in game
- 0:43[music] engines would be terribly laggy.
- 0:45So many ways to replicate this effect
- 0:47have been created. What most methods use
- 0:50is an approach of transparent layers
- 0:52creating a gradient-like effect that
- 0:54will highlight shadows and lights. But
- 0:55it's important to understand that this
- 0:57effect is fundamentally created by
- 0:59layering multiple objects. So some
- 1:01amount of lag will always be generated.
- 1:03Let's begin with method one, part
- 1:05volumes. Part volumes are basically just
- 1:08a whole lot of semi-transparent parts
- 1:10just stacked on top of each other like
- 1:12this. And because each of them are
- 1:14slightly transparent, by stacking this
- 1:16it slowly becomes more and more opaque.
- 1:19So you can create different effects and
- 1:21you can create different levels of
- 1:22optimization by changing the gap between
- 1:25each part. [music] And of course, having
- 1:27more parts causes more lag, but can
- 1:30create a better effect. So as you can
- 1:31see here, there are multiple different
- 1:33layers stacked on top of each other.
- 1:35This one has the most parts and is very
- 1:37dense. And it's honestly a little too
- 1:39dense because you can hardly see the
- 1:41shadow fade and creates this weird
- 1:42lighting effect. And it's just very
- 1:44laggy. So I would say the sweet spot is
- 1:47one of these. Now another way you can do
- 1:49this is through creating a mesh. And the
- 1:51way you can do this is by going into
- 1:53Blender, deleting the default cube, do
- 1:55shift A, add in a plane, go to this
- 1:59plane, add in a modifier, select array,
- 2:03then do offset, set this to zero, then
- 2:06set the Z as much as you want. The
- 2:09higher the count and the greater density
- 2:11will create a better effect, but will
- 2:13cause more lag. So, you need to find a
- 2:14sweet in between. Then, once you have
- 2:16your desired amount, go into file,
- 2:20export FBX, and simply just export it
- 2:23and bring it into Roblox Studio. And
- 2:25once you're in Roblox Studio, you can go
- 2:27up to right here, select the FBX you
- 2:29just exported, then import. It'll be
- 2:32grouped as a model, so what you can do
- 2:33is just do control U to ungroup it. You
- 2:36can name this if you want to. Then, make
- 2:37sure it's double-sided. Then, all you
- 2:39have to do is set the transparency to as
- 2:42high as you like. I recommend doing at
- 2:44least 0.9 and probably even more than
- 2:46that. As you can see, there's already a
- 2:48bit of a volume going here. And what you
- 2:50can do with these part volumes is
- 2:51instead of just orientating it one way,
- 2:54you can rotate it and align a whole lot
- 2:55of different parts, so this effect works
- 2:57from every angle. Because, if you look
- 2:59at this head-on, the volume doesn't work
- 3:01as well as when you're viewing from the
- 3:03top. The mesh can also be rotated like
- 3:05the parts and fit any axis. Okay. And
- 3:08now, the color also dictates how the
- 3:11volumetric will work. So, if you set
- 3:13this to a darker color, it starts to be
- 3:16a little bit more clear, starts to fade
- 3:18out a little bit more. But, if you set
- 3:19it too dark, then it becomes like a
- 3:20void-like effect. And what the part
- 3:22volume is the best at is creating
- 3:25precise casts like this. So, if you have
- 3:28a window, for instance, you can quickly
- 3:30create a cast like that. But, where it
- 3:33lacks, thank you, but the main drawback
- 3:36is creating massive scenes like this
- 3:38because the shadows don't properly cast
- 3:40across the volumetric. But, it's great
- 3:42for isolating singular areas. When
- 3:44you're doing lights like this from the
- 3:46window, what I recommend doing is simply
- 3:48grabbing your mesh, bringing it to the
- 3:50window, see where the light ends, which
- 3:52is right here, then orientating it so it
- 3:55aligns it as close as possible. As you
- 3:58can see, the window ends right here and
- 4:00the light ends right here. What you want
- 4:02to do is orientate [music]
- 4:03this to get as much of the volume as you
- 4:05can into the light without wasting any
- 4:07of it. That way you can optimize it as
- 4:09much as you can. So, since it ends right
- 4:11here, I want the very edge of the volume
- 4:1310 right there and simply just rotate it
- 4:16to fit the window. And that's where this
- 4:19type of volumetric really shines. Now,
- 4:21again, the main drawback, large outdoor
- 4:23scenes and the optimization. Because if
- 4:26we look at the scene triangle count, as
- 4:28we can see, this right here takes up a
- 4:30decent amount of triangles and a decent
- 4:31amount of draw calls. This is basically
- 4:33just a whole lot of parts just smooshed
- 4:35together, which creates a whole lot of
- 4:36triangles, which isn't great for
- 4:38optimization. Now, if you wanted to use
- 4:40this great fog, you can because it's
- 4:41great at just creating a subtle little
- 4:43falloff at the end. Now, this example is
- 4:45pretty extreme, but then again, you know
- 4:47what else creates a nice even fog? It's
- 4:49the atmosphere in the lighting. If you
- 4:51ever want to create fog easily and
- 4:53optimized, just use the atmosphere in
- 4:55the lighting tab cuz this will basically
- 4:57create any simple fog effect you want
- 4:59without using thousands of triangles.
- 5:01And if you were wondering, using meshes
- 5:03for volumetrics does not capture light.
- 5:06As you can see with this point light,
- 5:07the volumetric doesn't capture, it
- 5:09doesn't enhance it any way. It simply
- 5:12just adds a box of fog. Okay, so I was
- 5:14just editing and then I thought about
- 5:16something. What if the mesh and the part
- 5:19volumes actually behave differently for
- 5:20some reason? And it turns out they do
- 5:22because shadows are caught with the part
- 5:24volumes and they're not with the mesh
- 5:26volumes for some reason. I don't know
- 5:28why. If someone can comment explaining
- 5:30why, that would be very helpful. And
- 5:32also,
- 5:34part volumes capture the light of point
- 5:37lights as well, which is also
- 5:39interesting. Well, yeah. Sorry for the
- 5:42interruption, but I'm currently hosting
- 5:44a 10,000 Robux game event. And for this
- 5:46event, you don't even need to make a
- 5:47game from scratch like a game jam. I
- 5:50just want to see my community's cool
- 5:51creations and make a video about them.
- 5:53So, if you find this interesting or want
- 5:55more information, then join my Discord.
- 5:58>> [music]
- 5:58>> Now, particle volumes are simply a
- 6:01particle that creates a volume. Now, the
- 6:04way I do this is by adding a particle
- 6:05emitter into a part. You do this just by
- 6:07clicking this button right here and just
- 6:09typing in particle emitter, then boom.
- 6:11Then the settings I would recommend is
- 6:13setting the light influence to one. That
- 6:14way the light influence is at the
- 6:16maximum and most of these are the
- 6:17default settings. Now, the size we'll
- 6:19get into later. Now, for the
- 6:21transparency though,
- 6:23>> [music]
- 6:23>> for particles, I recommend keeping the
- 6:24start and the end at zero. That way you
- 6:27don't see them flicking in and out like
- 6:29that cuz that's pretty distracting. And
- 6:31for the rest of it, you want it to be
- 6:33pretty transparent. The amount of
- 6:35transparency you add here will, of
- 6:36course, change the amount of
- 6:38transparency you have down there. If you
- 6:39set this to like 0.5, [music]
- 6:41then you can see it's very dense and
- 6:43it's very opaque. There's not much
- 6:44transparency going on in that center
- 6:46bit. But if you increase this, [music]
- 6:49it becomes less dense. There's more
- 6:50transparency. You can actually see
- 6:51through more. You should find a happy
- 6:53medium between the amount of particles
- 6:55you have and the transparency. [music]
- 6:57Cuz the more particles, the more opaque
- 6:59it'll become and the less particles, the
- 7:00more transparent it'll become. So, for
- 7:03this instance, I'm just going to leave
- 7:04it at 0.85. And if you really wanted to,
- 7:07you could drag out another value about
- 7:09like right here. You want this to also
- 7:10be 0.85. Now, this will be the same
- 7:12value. The way you can make these
- 7:14particles more or less dense is changing
- 7:16the size. Now, by changing the size, it
- 7:19simply makes the particles larger. So,
- 7:21more of them interact with each other.
- 7:23Because if you have a small particle, it
- 7:24won't take up as much space. Therefore,
- 7:26it won't interact with as many
- 7:28particles. And another way to make this
- 7:30more or less dense is increasing this
- 7:31lifetime. Now, this lifetime sets how
- 7:34long the particles will exist in the
- 7:36world for. [music] So, if you set this
- 7:37to 15, each particle will last for 15
- 7:39seconds. But if you set this to one,
- 7:41they will disappear quite a lot faster.
- 7:43See, they won't even escape this little
- 7:45region here. And then the rate [music]
- 7:47is how quickly particles spawn in. So,
- 7:49if you set this to 50, 50 particles will
- 7:51spawn in each second. And then those 50
- 7:53particles will last for 15 seconds
- 7:55because of this lifetime. So, the amount
- 7:57of particles adds up fast. Then, the
- 7:59speed here will basically determine how
- 8:02large the volume will be. So, if you set
- 8:03this to 30, you can see it spreads out a
- 8:05whole lot more. But, you usually never
- 8:07want it to be this fast because you can
- 8:09see the particles moving and it ruins
- 8:10the illusion of of a volume. So, I
- 8:12recommend keeping this below 10. Then
- 8:14the spread angle, I recommend increasing
- 8:16a little bit so that way it shoots out a
- 8:18little bit more. Now, each one of these
- 8:19volumes has a different value associated
- 8:22with them. And you can create different
- 8:23effects, but keep in mind each one will
- 8:25have different levels of optimization.
- 8:28If you look right here, the scene
- 8:29triangle count is largely particles.
- 8:31But, all things considered, this many
- 8:33particles only creating 5,000 triangles
- 8:35isn't that bad. And it only creates one
- 8:37draw call, which is even better. But,
- 8:40it's when you get to larger scenes like
- 8:41this, it's when the triangle amount
- 8:43starts to get out of hand. Now, one area
- 8:46that particles lack is creating nice
- 8:48shadows. While you can kind of see some
- 8:50effects going on [music] between the
- 8:52trees, it really creates an un
- 8:55inspirational effect, especially if you
- 8:57actually go into the fog, everything
- 8:59gets way too dark. And with the larger
- 9:01scenes, you get start to see some weird
- 9:03clipping effects where particles start
- 9:05loading in weirdly. But, the main
- 9:08benefit for using particles is that you
- 9:10can actually animate them to create nice
- 9:12smoke and fog effects. So, for instance,
- 9:15[music] as you can see here, the fog is
- 9:18subtly moving, which creates a very nice
- 9:20effect. If you've seen my particle
- 9:22tutorial, you know you can create nice
- 9:24environments like this with a massive
- 9:26volumetric scene. But, another drawback
- 9:28with particle lighting is that it can
- 9:29take a long time for the particles to
- 9:31actually load in. Because if you look
- 9:33away for long enough, then the particles
- 9:34themselves will actually despawn.
- 9:37Because of this, quick effects can take
- 9:39some time. And for indoor environments,
- 9:41I would simply just never recommend
- 9:43using them. Now, it can also really work
- 9:45well for massive scenes like this where
- 9:47you want to create a nice little foggy
- 9:48effect on a hill. Again, if you go too
- 9:50far, it can create these artifacts that
- 9:52look very weird. But, it is one of the
- 9:54most optimized options. Now, one of the
- 9:56areas that particle volumes shine the
- 9:58best in is actually interacting with
- 10:01light. As you can see here, the
- 10:02particles take the color of the light.
- 10:04And using this, you can create some very
- 10:06cool effects. This works best, for
- 10:08instance, if you have like a car
- 10:09headlight or something you need to
- 10:11illuminate at night. It adds a nice
- 10:13little glow to it. And if you were to do
- 10:15this, what I recommend doing is setting
- 10:16the light very bright and making the
- 10:19range pretty small. Make sure it doesn't
- 10:21clip to the edge or exceed the volume
- 10:24amount, or else you'll see the borders
- 10:26of the volume because it might ruin how
- 10:27it looks. Did you know, you're over
- 10:29halfway through this video. So, if you
- 10:31found it at all helpful so far, it would
- 10:32mean a lot if you could help me reach my
- 10:34goal of 10,000 subscribers before the
- 10:36end of the year. Also, my asset store is
- 10:38having a 25% sale this week. So, check
- 10:41the link in the description for some
- 10:42tailor-made Roblox assets.
- 10:45Now, using beams for volumes is very
- 10:47similar to using parts or meshes for
- 10:49volumes. But, instead of using triangles
- 10:52or parts, it uses beams. So, the way I
- 10:55would typically make it is adding in a
- 10:56part. Then, into this part, you should
- 10:59add in a attachment and name this
- 11:01attachment attachment one. Then, with
- 11:04this attachment up, what you should do
- 11:06then is duplicate this attachment and
- 11:08name this attachment attachment zero.
- 11:10Then, just drag that attachment down.
- 11:13You can also just set this part to
- 11:14transparent. Then, what you should do is
- 11:16add in a beam. And for this beam, set
- 11:19the attachment one to attachment one and
- 11:22set the attachment zero to attachment
- 11:24zero. Then, you might be wondering, "Why
- 11:26don't I see the beam?" And the reason
- 11:29is, you need to actually rotate these
- 11:32attachments 90 degrees. That way,
- 11:34[music] you'll be able to see it. And
- 11:36another thing I recommend doing is going
- 11:38into this gear icon and going down to
- 11:40constraints and selecting that. That
- 11:42way, you can easily view the
- 11:43attachments. This is the basic setup you
- 11:45need. And what I recommend doing here is
- 11:47making sure the light influence is set
- 11:48to one. Then, set this transparency to
- 11:51as light or dark as you want. I usually
- 11:54keep it at .5 while I set the scene up.
- 11:56You can use face camera in certain
- 11:58instances, but I'm going to keep this
- 11:59flat for now. Set this width zero and
- 12:02width one very large. Something like a
- 12:05hundred will work. And while you're at
- 12:07it, you can set this top attachment to
- 12:08as tall as you like. Something like that
- 12:10will work. Then, all you need to do is
- 12:13simply duplicate this and bring it out.
- 12:17And make sure that the amount you bring
- 12:19it out is equal every time. For this
- 12:21example, I'm doing one stud. And then,
- 12:23just simply repeat this action until you
- 12:25have a large enough volume. Once you're
- 12:27happy with the size of your volume, you
- 12:29can just simply select all of these
- 12:31beams, then edit the transparency.
- 12:33Again, I recommend doing very, very
- 12:35high, like 996. We'll do that. As you
- 12:38can see, the volume is finished. Now,
- 12:40similar to the mesh volume, this only
- 12:42works from one certain angle. If you go
- 12:43at it from the side, as you can see,
- 12:45it's less effective. But if you go from
- 12:47the front, it still works. So, the way
- 12:49to combat that again is simply to
- 12:51duplicate this and rotate it. That way,
- 12:54it covers all of the axes. But again,
- 12:56that will cause more lag. Now, this can
- 12:58work very well in indoor scenes where
- 13:00you want the windows casting out light,
- 13:02like this. It can also work very well by
- 13:04just using it as a volume. Because it
- 13:06will highlight the light better than
- 13:08every other method we've tried. The area
- 13:10it works best in is capturing shadows
- 13:12outside. As you can see here, the trees
- 13:14are casting shadows, and the beam volume
- 13:17is actually picking up that data and
- 13:19creating realistic volumetrics. But
- 13:21unfortunately, the main drawback for
- 13:23this method is the amount of draw calls
- 13:25it takes. Because each beam takes up its
- 13:27own draw call. If you use a lot of beams
- 13:29for your volume, it will add a whole lot
- 13:31of draw calls, which takes up a whole
- 13:32lot of memory and creates a lot of lag
- 13:34in your game. But, it does create the
- 13:36best results. Now, as you can see here,
- 13:38using beams also interacts with point
- 13:41lights and captures the lighting around
- 13:44it. So, as you can see here, the higher
- 13:46the brightness, the greater the effect
- 13:48usually. And you can use any color you
- 13:50want, of course. But, this effect works
- 13:53best if the light is larger. As you can
- 13:55see here, it creates a less rough,
- 13:57little rounded edge compared to this
- 13:59one, where you can see like the little
- 14:00boxel pieces. Even though these two
- 14:03lights have the same brightness value,
- 14:05the larger one is significantly more
- 14:07bright. And this effect gets immediately
- 14:09cut off once the volume ends, which
- 14:12could create a cool effect. Now, the
- 14:13uniqueness of using point lights is that
- 14:15you can actually capture the shadows
- 14:18within the volume. So, as you can see
- 14:19here, this point light's casting off
- 14:21light and you can see how the volume
- 14:23warps around it. It can create some cool
- 14:25effects. Even though it looks pretty
- 14:27rough and not perfect, it still is
- 14:29pretty cool. And this is how it looks
- 14:30using spotlights and surface lights. As
- 14:33you can see here, it just follows the
- 14:35emitted light. Now, I actually had no
- 14:37idea that it actually curves at the top
- 14:39for spotlights. So, that's pretty cool,
- 14:41I guess. Now, let's talk with an expert
- 14:43that made a simple script that creates
- 14:44optimized volumetrics, no matter where
- 14:46[music] you look.
- 14:47>> And the entire thing is like fixed onto
- 14:50your camera, so you don't have to worry
- 14:51about performance. Just a lot of beams
- 14:54connected to the camera, like a like a
- 14:56FPS view model. And I like scale the fog
- 14:58beams attachments for it to like fit the
- 15:01viewport and the FOV. The amount
- 15:03controls how many beams are on the view
- 15:06model, color determines the color the
- 15:08beams, and spreadable determine the
- 15:10amount of like distance between the
- 15:12beams. So, like if you have like a high
- 15:14distance, like like let's say like five
- 15:16studs, each beam will like be five studs
- 15:18apart. And like tighter the spread is,
- 15:21the more smoother it'll look. Well, if
- 15:22you want that distance, you have to
- 15:24increase either the spread or the
- 15:26amount. And the transparency is
- 15:28basically just transparency.
- 15:31Okay. So, what you want to do is once
- 15:33you go into the Discord server, go down
- 15:35to public resources, click on the simple
- 15:38volumetric fog, and click on this link
- 15:40right here. Then, you should be brought
- 15:43to the Roblox Creator Store. And [music]
- 15:45right here, there should be something
- 15:46called, I think, get item or something
- 15:48like that. You just click on that. Then,
- 15:50go into Roblox Studio, click on toolbox.
- 15:54If you go into my models, it should be
- 15:55right here. It should be brought into
- 15:59your workspace, and just drag the script
- 16:02down into starter player scripts. Then,
- 16:04you can adjust all these different
- 16:05attributes depending on your scene. So,
- 16:08I'll probably set the color to about 200
- 16:10each. Then, you can test it and see how
- 16:13it looks. And if it's a little too
- 16:15bright, what you can do is go into this
- 16:17lighting tab right here, scroll down to
- 16:20the exposure compensation, and just turn
- 16:22it down a little bit. Then, what I also
- 16:24recommend doing is just slightly
- 16:26increasing your contrast, so it doesn't
- 16:28look washed out or anything. And yeah,
- 16:31that's it.
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