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How to Make VOLUMETRICS in Roblox — Transcript

by Ice Guy · 3,383 words · 480 segments · language en · Watch on YouTube

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  1. 0:00What is the secret to realism in games?
  2. 0:02If you said the lighting or the models
  3. 0:04or even the textures, you would be
  4. 0:06right. But do you know what else is
  5. 0:07pretty cool? Volumetrics. If you have a
  6. 0:10bland-looking scene, just [music] slap
  7. 0:12on a volume and it becomes
  8. 0:13photorealistic in a second. But how can
  9. 0:15I make this? You might be wondering.
  10. 0:17Well, I'm going to be showing you three
  11. 0:19different methods, all with different
  12. 0:21uses. And stay until the end to see how
  13. 0:23you can easily add optimized volumetrics
  14. 0:26to your own game. But what are
  15. 0:27volumetrics? Well, volumetrics in games
  16. 0:30is the effect you see when light passes
  17. 0:32through dust, fog, or smoke. Most
  18. 0:35notably seen in sun rays. In real life,
  19. 0:37this is caused by thousands of small
  20. 0:39particles scattering and absorbing
  21. 0:41light. However, matching this in game
  22. 0:43[music] engines would be terribly laggy.
  23. 0:45So many ways to replicate this effect
  24. 0:47have been created. What most methods use
  25. 0:50is an approach of transparent layers
  26. 0:52creating a gradient-like effect that
  27. 0:54will highlight shadows and lights. But
  28. 0:55it's important to understand that this
  29. 0:57effect is fundamentally created by
  30. 0:59layering multiple objects. So some
  31. 1:01amount of lag will always be generated.
  32. 1:03Let's begin with method one, part
  33. 1:05volumes. Part volumes are basically just
  34. 1:08a whole lot of semi-transparent parts
  35. 1:10just stacked on top of each other like
  36. 1:12this. And because each of them are
  37. 1:14slightly transparent, by stacking this
  38. 1:16it slowly becomes more and more opaque.
  39. 1:19So you can create different effects and
  40. 1:21you can create different levels of
  41. 1:22optimization by changing the gap between
  42. 1:25each part. [music] And of course, having
  43. 1:27more parts causes more lag, but can
  44. 1:30create a better effect. So as you can
  45. 1:31see here, there are multiple different
  46. 1:33layers stacked on top of each other.
  47. 1:35This one has the most parts and is very
  48. 1:37dense. And it's honestly a little too
  49. 1:39dense because you can hardly see the
  50. 1:41shadow fade and creates this weird
  51. 1:42lighting effect. And it's just very
  52. 1:44laggy. So I would say the sweet spot is
  53. 1:47one of these. Now another way you can do
  54. 1:49this is through creating a mesh. And the
  55. 1:51way you can do this is by going into
  56. 1:53Blender, deleting the default cube, do
  57. 1:55shift A, add in a plane, go to this
  58. 1:59plane, add in a modifier, select array,
  59. 2:03then do offset, set this to zero, then
  60. 2:06set the Z as much as you want. The
  61. 2:09higher the count and the greater density
  62. 2:11will create a better effect, but will
  63. 2:13cause more lag. So, you need to find a
  64. 2:14sweet in between. Then, once you have
  65. 2:16your desired amount, go into file,
  66. 2:20export FBX, and simply just export it
  67. 2:23and bring it into Roblox Studio. And
  68. 2:25once you're in Roblox Studio, you can go
  69. 2:27up to right here, select the FBX you
  70. 2:29just exported, then import. It'll be
  71. 2:32grouped as a model, so what you can do
  72. 2:33is just do control U to ungroup it. You
  73. 2:36can name this if you want to. Then, make
  74. 2:37sure it's double-sided. Then, all you
  75. 2:39have to do is set the transparency to as
  76. 2:42high as you like. I recommend doing at
  77. 2:44least 0.9 and probably even more than
  78. 2:46that. As you can see, there's already a
  79. 2:48bit of a volume going here. And what you
  80. 2:50can do with these part volumes is
  81. 2:51instead of just orientating it one way,
  82. 2:54you can rotate it and align a whole lot
  83. 2:55of different parts, so this effect works
  84. 2:57from every angle. Because, if you look
  85. 2:59at this head-on, the volume doesn't work
  86. 3:01as well as when you're viewing from the
  87. 3:03top. The mesh can also be rotated like
  88. 3:05the parts and fit any axis. Okay. And
  89. 3:08now, the color also dictates how the
  90. 3:11volumetric will work. So, if you set
  91. 3:13this to a darker color, it starts to be
  92. 3:16a little bit more clear, starts to fade
  93. 3:18out a little bit more. But, if you set
  94. 3:19it too dark, then it becomes like a
  95. 3:20void-like effect. And what the part
  96. 3:22volume is the best at is creating
  97. 3:25precise casts like this. So, if you have
  98. 3:28a window, for instance, you can quickly
  99. 3:30create a cast like that. But, where it
  100. 3:33lacks, thank you, but the main drawback
  101. 3:36is creating massive scenes like this
  102. 3:38because the shadows don't properly cast
  103. 3:40across the volumetric. But, it's great
  104. 3:42for isolating singular areas. When
  105. 3:44you're doing lights like this from the
  106. 3:46window, what I recommend doing is simply
  107. 3:48grabbing your mesh, bringing it to the
  108. 3:50window, see where the light ends, which
  109. 3:52is right here, then orientating it so it
  110. 3:55aligns it as close as possible. As you
  111. 3:58can see, the window ends right here and
  112. 4:00the light ends right here. What you want
  113. 4:02to do is orientate [music]
  114. 4:03this to get as much of the volume as you
  115. 4:05can into the light without wasting any
  116. 4:07of it. That way you can optimize it as
  117. 4:09much as you can. So, since it ends right
  118. 4:11here, I want the very edge of the volume
  119. 4:1310 right there and simply just rotate it
  120. 4:16to fit the window. And that's where this
  121. 4:19type of volumetric really shines. Now,
  122. 4:21again, the main drawback, large outdoor
  123. 4:23scenes and the optimization. Because if
  124. 4:26we look at the scene triangle count, as
  125. 4:28we can see, this right here takes up a
  126. 4:30decent amount of triangles and a decent
  127. 4:31amount of draw calls. This is basically
  128. 4:33just a whole lot of parts just smooshed
  129. 4:35together, which creates a whole lot of
  130. 4:36triangles, which isn't great for
  131. 4:38optimization. Now, if you wanted to use
  132. 4:40this great fog, you can because it's
  133. 4:41great at just creating a subtle little
  134. 4:43falloff at the end. Now, this example is
  135. 4:45pretty extreme, but then again, you know
  136. 4:47what else creates a nice even fog? It's
  137. 4:49the atmosphere in the lighting. If you
  138. 4:51ever want to create fog easily and
  139. 4:53optimized, just use the atmosphere in
  140. 4:55the lighting tab cuz this will basically
  141. 4:57create any simple fog effect you want
  142. 4:59without using thousands of triangles.
  143. 5:01And if you were wondering, using meshes
  144. 5:03for volumetrics does not capture light.
  145. 5:06As you can see with this point light,
  146. 5:07the volumetric doesn't capture, it
  147. 5:09doesn't enhance it any way. It simply
  148. 5:12just adds a box of fog. Okay, so I was
  149. 5:14just editing and then I thought about
  150. 5:16something. What if the mesh and the part
  151. 5:19volumes actually behave differently for
  152. 5:20some reason? And it turns out they do
  153. 5:22because shadows are caught with the part
  154. 5:24volumes and they're not with the mesh
  155. 5:26volumes for some reason. I don't know
  156. 5:28why. If someone can comment explaining
  157. 5:30why, that would be very helpful. And
  158. 5:32also,
  159. 5:34part volumes capture the light of point
  160. 5:37lights as well, which is also
  161. 5:39interesting. Well, yeah. Sorry for the
  162. 5:42interruption, but I'm currently hosting
  163. 5:44a 10,000 Robux game event. And for this
  164. 5:46event, you don't even need to make a
  165. 5:47game from scratch like a game jam. I
  166. 5:50just want to see my community's cool
  167. 5:51creations and make a video about them.
  168. 5:53So, if you find this interesting or want
  169. 5:55more information, then join my Discord.
  170. 5:58>> [music]
  171. 5:58>> Now, particle volumes are simply a
  172. 6:01particle that creates a volume. Now, the
  173. 6:04way I do this is by adding a particle
  174. 6:05emitter into a part. You do this just by
  175. 6:07clicking this button right here and just
  176. 6:09typing in particle emitter, then boom.
  177. 6:11Then the settings I would recommend is
  178. 6:13setting the light influence to one. That
  179. 6:14way the light influence is at the
  180. 6:16maximum and most of these are the
  181. 6:17default settings. Now, the size we'll
  182. 6:19get into later. Now, for the
  183. 6:21transparency though,
  184. 6:23>> [music]
  185. 6:23>> for particles, I recommend keeping the
  186. 6:24start and the end at zero. That way you
  187. 6:27don't see them flicking in and out like
  188. 6:29that cuz that's pretty distracting. And
  189. 6:31for the rest of it, you want it to be
  190. 6:33pretty transparent. The amount of
  191. 6:35transparency you add here will, of
  192. 6:36course, change the amount of
  193. 6:38transparency you have down there. If you
  194. 6:39set this to like 0.5, [music]
  195. 6:41then you can see it's very dense and
  196. 6:43it's very opaque. There's not much
  197. 6:44transparency going on in that center
  198. 6:46bit. But if you increase this, [music]
  199. 6:49it becomes less dense. There's more
  200. 6:50transparency. You can actually see
  201. 6:51through more. You should find a happy
  202. 6:53medium between the amount of particles
  203. 6:55you have and the transparency. [music]
  204. 6:57Cuz the more particles, the more opaque
  205. 6:59it'll become and the less particles, the
  206. 7:00more transparent it'll become. So, for
  207. 7:03this instance, I'm just going to leave
  208. 7:04it at 0.85. And if you really wanted to,
  209. 7:07you could drag out another value about
  210. 7:09like right here. You want this to also
  211. 7:10be 0.85. Now, this will be the same
  212. 7:12value. The way you can make these
  213. 7:14particles more or less dense is changing
  214. 7:16the size. Now, by changing the size, it
  215. 7:19simply makes the particles larger. So,
  216. 7:21more of them interact with each other.
  217. 7:23Because if you have a small particle, it
  218. 7:24won't take up as much space. Therefore,
  219. 7:26it won't interact with as many
  220. 7:28particles. And another way to make this
  221. 7:30more or less dense is increasing this
  222. 7:31lifetime. Now, this lifetime sets how
  223. 7:34long the particles will exist in the
  224. 7:36world for. [music] So, if you set this
  225. 7:37to 15, each particle will last for 15
  226. 7:39seconds. But if you set this to one,
  227. 7:41they will disappear quite a lot faster.
  228. 7:43See, they won't even escape this little
  229. 7:45region here. And then the rate [music]
  230. 7:47is how quickly particles spawn in. So,
  231. 7:49if you set this to 50, 50 particles will
  232. 7:51spawn in each second. And then those 50
  233. 7:53particles will last for 15 seconds
  234. 7:55because of this lifetime. So, the amount
  235. 7:57of particles adds up fast. Then, the
  236. 7:59speed here will basically determine how
  237. 8:02large the volume will be. So, if you set
  238. 8:03this to 30, you can see it spreads out a
  239. 8:05whole lot more. But, you usually never
  240. 8:07want it to be this fast because you can
  241. 8:09see the particles moving and it ruins
  242. 8:10the illusion of of a volume. So, I
  243. 8:12recommend keeping this below 10. Then
  244. 8:14the spread angle, I recommend increasing
  245. 8:16a little bit so that way it shoots out a
  246. 8:18little bit more. Now, each one of these
  247. 8:19volumes has a different value associated
  248. 8:22with them. And you can create different
  249. 8:23effects, but keep in mind each one will
  250. 8:25have different levels of optimization.
  251. 8:28If you look right here, the scene
  252. 8:29triangle count is largely particles.
  253. 8:31But, all things considered, this many
  254. 8:33particles only creating 5,000 triangles
  255. 8:35isn't that bad. And it only creates one
  256. 8:37draw call, which is even better. But,
  257. 8:40it's when you get to larger scenes like
  258. 8:41this, it's when the triangle amount
  259. 8:43starts to get out of hand. Now, one area
  260. 8:46that particles lack is creating nice
  261. 8:48shadows. While you can kind of see some
  262. 8:50effects going on [music] between the
  263. 8:52trees, it really creates an un
  264. 8:55inspirational effect, especially if you
  265. 8:57actually go into the fog, everything
  266. 8:59gets way too dark. And with the larger
  267. 9:01scenes, you get start to see some weird
  268. 9:03clipping effects where particles start
  269. 9:05loading in weirdly. But, the main
  270. 9:08benefit for using particles is that you
  271. 9:10can actually animate them to create nice
  272. 9:12smoke and fog effects. So, for instance,
  273. 9:15[music] as you can see here, the fog is
  274. 9:18subtly moving, which creates a very nice
  275. 9:20effect. If you've seen my particle
  276. 9:22tutorial, you know you can create nice
  277. 9:24environments like this with a massive
  278. 9:26volumetric scene. But, another drawback
  279. 9:28with particle lighting is that it can
  280. 9:29take a long time for the particles to
  281. 9:31actually load in. Because if you look
  282. 9:33away for long enough, then the particles
  283. 9:34themselves will actually despawn.
  284. 9:37Because of this, quick effects can take
  285. 9:39some time. And for indoor environments,
  286. 9:41I would simply just never recommend
  287. 9:43using them. Now, it can also really work
  288. 9:45well for massive scenes like this where
  289. 9:47you want to create a nice little foggy
  290. 9:48effect on a hill. Again, if you go too
  291. 9:50far, it can create these artifacts that
  292. 9:52look very weird. But, it is one of the
  293. 9:54most optimized options. Now, one of the
  294. 9:56areas that particle volumes shine the
  295. 9:58best in is actually interacting with
  296. 10:01light. As you can see here, the
  297. 10:02particles take the color of the light.
  298. 10:04And using this, you can create some very
  299. 10:06cool effects. This works best, for
  300. 10:08instance, if you have like a car
  301. 10:09headlight or something you need to
  302. 10:11illuminate at night. It adds a nice
  303. 10:13little glow to it. And if you were to do
  304. 10:15this, what I recommend doing is setting
  305. 10:16the light very bright and making the
  306. 10:19range pretty small. Make sure it doesn't
  307. 10:21clip to the edge or exceed the volume
  308. 10:24amount, or else you'll see the borders
  309. 10:26of the volume because it might ruin how
  310. 10:27it looks. Did you know, you're over
  311. 10:29halfway through this video. So, if you
  312. 10:31found it at all helpful so far, it would
  313. 10:32mean a lot if you could help me reach my
  314. 10:34goal of 10,000 subscribers before the
  315. 10:36end of the year. Also, my asset store is
  316. 10:38having a 25% sale this week. So, check
  317. 10:41the link in the description for some
  318. 10:42tailor-made Roblox assets.
  319. 10:45Now, using beams for volumes is very
  320. 10:47similar to using parts or meshes for
  321. 10:49volumes. But, instead of using triangles
  322. 10:52or parts, it uses beams. So, the way I
  323. 10:55would typically make it is adding in a
  324. 10:56part. Then, into this part, you should
  325. 10:59add in a attachment and name this
  326. 11:01attachment attachment one. Then, with
  327. 11:04this attachment up, what you should do
  328. 11:06then is duplicate this attachment and
  329. 11:08name this attachment attachment zero.
  330. 11:10Then, just drag that attachment down.
  331. 11:13You can also just set this part to
  332. 11:14transparent. Then, what you should do is
  333. 11:16add in a beam. And for this beam, set
  334. 11:19the attachment one to attachment one and
  335. 11:22set the attachment zero to attachment
  336. 11:24zero. Then, you might be wondering, "Why
  337. 11:26don't I see the beam?" And the reason
  338. 11:29is, you need to actually rotate these
  339. 11:32attachments 90 degrees. That way,
  340. 11:34[music] you'll be able to see it. And
  341. 11:36another thing I recommend doing is going
  342. 11:38into this gear icon and going down to
  343. 11:40constraints and selecting that. That
  344. 11:42way, you can easily view the
  345. 11:43attachments. This is the basic setup you
  346. 11:45need. And what I recommend doing here is
  347. 11:47making sure the light influence is set
  348. 11:48to one. Then, set this transparency to
  349. 11:51as light or dark as you want. I usually
  350. 11:54keep it at .5 while I set the scene up.
  351. 11:56You can use face camera in certain
  352. 11:58instances, but I'm going to keep this
  353. 11:59flat for now. Set this width zero and
  354. 12:02width one very large. Something like a
  355. 12:05hundred will work. And while you're at
  356. 12:07it, you can set this top attachment to
  357. 12:08as tall as you like. Something like that
  358. 12:10will work. Then, all you need to do is
  359. 12:13simply duplicate this and bring it out.
  360. 12:17And make sure that the amount you bring
  361. 12:19it out is equal every time. For this
  362. 12:21example, I'm doing one stud. And then,
  363. 12:23just simply repeat this action until you
  364. 12:25have a large enough volume. Once you're
  365. 12:27happy with the size of your volume, you
  366. 12:29can just simply select all of these
  367. 12:31beams, then edit the transparency.
  368. 12:33Again, I recommend doing very, very
  369. 12:35high, like 996. We'll do that. As you
  370. 12:38can see, the volume is finished. Now,
  371. 12:40similar to the mesh volume, this only
  372. 12:42works from one certain angle. If you go
  373. 12:43at it from the side, as you can see,
  374. 12:45it's less effective. But if you go from
  375. 12:47the front, it still works. So, the way
  376. 12:49to combat that again is simply to
  377. 12:51duplicate this and rotate it. That way,
  378. 12:54it covers all of the axes. But again,
  379. 12:56that will cause more lag. Now, this can
  380. 12:58work very well in indoor scenes where
  381. 13:00you want the windows casting out light,
  382. 13:02like this. It can also work very well by
  383. 13:04just using it as a volume. Because it
  384. 13:06will highlight the light better than
  385. 13:08every other method we've tried. The area
  386. 13:10it works best in is capturing shadows
  387. 13:12outside. As you can see here, the trees
  388. 13:14are casting shadows, and the beam volume
  389. 13:17is actually picking up that data and
  390. 13:19creating realistic volumetrics. But
  391. 13:21unfortunately, the main drawback for
  392. 13:23this method is the amount of draw calls
  393. 13:25it takes. Because each beam takes up its
  394. 13:27own draw call. If you use a lot of beams
  395. 13:29for your volume, it will add a whole lot
  396. 13:31of draw calls, which takes up a whole
  397. 13:32lot of memory and creates a lot of lag
  398. 13:34in your game. But, it does create the
  399. 13:36best results. Now, as you can see here,
  400. 13:38using beams also interacts with point
  401. 13:41lights and captures the lighting around
  402. 13:44it. So, as you can see here, the higher
  403. 13:46the brightness, the greater the effect
  404. 13:48usually. And you can use any color you
  405. 13:50want, of course. But, this effect works
  406. 13:53best if the light is larger. As you can
  407. 13:55see here, it creates a less rough,
  408. 13:57little rounded edge compared to this
  409. 13:59one, where you can see like the little
  410. 14:00boxel pieces. Even though these two
  411. 14:03lights have the same brightness value,
  412. 14:05the larger one is significantly more
  413. 14:07bright. And this effect gets immediately
  414. 14:09cut off once the volume ends, which
  415. 14:12could create a cool effect. Now, the
  416. 14:13uniqueness of using point lights is that
  417. 14:15you can actually capture the shadows
  418. 14:18within the volume. So, as you can see
  419. 14:19here, this point light's casting off
  420. 14:21light and you can see how the volume
  421. 14:23warps around it. It can create some cool
  422. 14:25effects. Even though it looks pretty
  423. 14:27rough and not perfect, it still is
  424. 14:29pretty cool. And this is how it looks
  425. 14:30using spotlights and surface lights. As
  426. 14:33you can see here, it just follows the
  427. 14:35emitted light. Now, I actually had no
  428. 14:37idea that it actually curves at the top
  429. 14:39for spotlights. So, that's pretty cool,
  430. 14:41I guess. Now, let's talk with an expert
  431. 14:43that made a simple script that creates
  432. 14:44optimized volumetrics, no matter where
  433. 14:46[music] you look.
  434. 14:47>> And the entire thing is like fixed onto
  435. 14:50your camera, so you don't have to worry
  436. 14:51about performance. Just a lot of beams
  437. 14:54connected to the camera, like a like a
  438. 14:56FPS view model. And I like scale the fog
  439. 14:58beams attachments for it to like fit the
  440. 15:01viewport and the FOV. The amount
  441. 15:03controls how many beams are on the view
  442. 15:06model, color determines the color the
  443. 15:08beams, and spreadable determine the
  444. 15:10amount of like distance between the
  445. 15:12beams. So, like if you have like a high
  446. 15:14distance, like like let's say like five
  447. 15:16studs, each beam will like be five studs
  448. 15:18apart. And like tighter the spread is,
  449. 15:21the more smoother it'll look. Well, if
  450. 15:22you want that distance, you have to
  451. 15:24increase either the spread or the
  452. 15:26amount. And the transparency is
  453. 15:28basically just transparency.
  454. 15:31Okay. So, what you want to do is once
  455. 15:33you go into the Discord server, go down
  456. 15:35to public resources, click on the simple
  457. 15:38volumetric fog, and click on this link
  458. 15:40right here. Then, you should be brought
  459. 15:43to the Roblox Creator Store. And [music]
  460. 15:45right here, there should be something
  461. 15:46called, I think, get item or something
  462. 15:48like that. You just click on that. Then,
  463. 15:50go into Roblox Studio, click on toolbox.
  464. 15:54If you go into my models, it should be
  465. 15:55right here. It should be brought into
  466. 15:59your workspace, and just drag the script
  467. 16:02down into starter player scripts. Then,
  468. 16:04you can adjust all these different
  469. 16:05attributes depending on your scene. So,
  470. 16:08I'll probably set the color to about 200
  471. 16:10each. Then, you can test it and see how
  472. 16:13it looks. And if it's a little too
  473. 16:15bright, what you can do is go into this
  474. 16:17lighting tab right here, scroll down to
  475. 16:20the exposure compensation, and just turn
  476. 16:22it down a little bit. Then, what I also
  477. 16:24recommend doing is just slightly
  478. 16:26increasing your contrast, so it doesn't
  479. 16:28look washed out or anything. And yeah,
  480. 16:31that's it.

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This page contains the full transcript of How to Make VOLUMETRICS in Roblox by Ice Guy, generated from the public captions YouTube serves with the video. The transcript has 3,383 words across 480 segments, with the original timestamps preserved so you can click any line to jump to that moment in the embedded player.

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Use the transcript to take notes, quote the speaker, build a study guide, generate a summary with ChatGPT or Claude via the YouTube Summary tool, or export it as a timed subtitle file with YouTube to SRT. You can also re-open it in the transcriber to choose a caption track available on the video.

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