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MASTER Roblox Lighting With This Video — Transcript

by Ice Guy · 6,882 words · 972 segments · language en · Watch on YouTube

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  1. 0:00Fighting in Roblox can be pretty
  2. 0:02difficult, but it doesn't need to be.
  3. 0:04I'll be going over every single lighting
  4. 0:06setting along with multiple different
  5. 0:07scenarios to help you become a better
  6. 0:09developer.
  7. 0:11Okay, so what you want to do is go into
  8. 0:13this little lighting tab and go down
  9. 0:15here and we're going to start by
  10. 0:16tweaking all of these settings. So
  11. 0:18ambient is defined as the lighting hue
  12. 0:21applied to areas that are oluded from
  13. 0:23the sky, such as indoor areas. Now what
  14. 0:26that means is this affects the color of
  15. 0:28the shadows. So if you make it lighter
  16. 0:30the shadows become lighter. If you make
  17. 0:32it darker the shadows become darker. Now
  18. 0:34you can also give it a hue. You can make
  19. 0:36it a little bit blue. You can make it a
  20. 0:38little yellow. You can just change the
  21. 0:39color to anything you want. Now what I
  22. 0:42recommend is making the light a little
  23. 0:44bit blue in the shadow to make it look a
  24. 0:47little bit cooler. Then we're going to
  25. 0:49skip all these. Go into the lighting
  26. 0:50style. Now I always recommend using
  27. 0:52realistic but if you want to optimize
  28. 0:55performance then soft is the option
  29. 0:56[music] you want to choose. Next is the
  30. 0:58brightness. Now the brightness is the
  31. 1:01intensity of illumination in the place
  32. 1:03or in the game. What I would describe it
  33. 1:05as is how bright the sun is. So if you
  34. 1:07increase this everywhere where the sun
  35. 1:09hits is brighter. So for realistic
  36. 1:11looking games I like setting this pretty
  37. 1:13high because the sun is in fact bright.
  38. 1:16Next we'll talk about color shift
  39. 1:17bottom. Now color shift bottom's defined
  40. 1:19as the hue represented in light
  41. 1:21reflected in the opposite surfaces to
  42. 1:23those facing the sun or moon. Now most
  43. 1:25of the time if you change this you won't
  44. 1:27see any change in the place. So I
  45. 1:29recommend just setting this to a dark
  46. 1:31color and just leaving it for now. Now
  47. 1:33color shift top is defined as the hue
  48. 1:35represented in light reflected from
  49. 1:37surfaces facing the sun or moon. So what
  50. 1:39I would describe it as wherever the sun
  51. 1:41hits this color affects how it looks.
  52. 1:44So, if you want the sun to be a little
  53. 1:45bit bluer, a little bit cooler, you can
  54. 1:47make it blue. Or you can make it yellow
  55. 1:50to make the scene feel warmer. And
  56. 1:52that's what I typically recommend. Just
  57. 1:54giving a little bit of yellowish hue.
  58. 1:57Next is the environment diffuse scale.
  59. 2:00This is defined as the ambient light
  60. 2:02that is derived from the environment.
  61. 2:04So, if you increase or decrease this,
  62. 2:06it's a way of mimicking bounce lighting,
  63. 2:08but it doesn't do it in a great way.
  64. 2:09Okay, so I usually just set this pretty
  65. 2:11low, like 2 or.3 for most of my scenes.
  66. 2:14Then we'll move on to the environment
  67. 2:16specular scale. This is specular light
  68. 2:19derived from environment. I just brought
  69. 2:21in this little metal table to help
  70. 2:23visualize what this thing does. Now, the
  71. 2:25environment specular affects how metal
  72. 2:28and different specular light looks. So,
  73. 2:30if you bring this down, metal will look
  74. 2:32flatter and won't reflect light as much
  75. 2:35or even at all if it's at zero. So if
  76. 2:37you have a lot of metal in your game and
  77. 2:38you want nice reflections, I recommend
  78. 2:40keeping this at a high number. I usually
  79. 2:42keep this at 0.9 for most of my stuff.
  80. 2:45Then is the outdoor ambient. Now the
  81. 2:47outdoor ambient differs from the ambient
  82. 2:49because it only affects how outdoor
  83. 2:51shadows work while ambient affects how
  84. 2:53all of the shadows work inside, outside,
  85. 2:56anywhere. So if you want a specific look
  86. 2:58outside, you can change this and then it
  87. 3:00affects all the shadows differently.
  88. 3:02Then the shadow softness. This simply
  89. 3:04just controls how blurry the shadows
  90. 3:07are. If you set it to zero, it'll be
  91. 3:09really sharp. But if you set it to a
  92. 3:11higher number, it'll just blur it out a
  93. 3:13little bit. Now, next is this exposure
  94. 3:16compensation. Now, a lot of people don't
  95. 3:18know this is actually here cuz it's a
  96. 3:20little bit hidden away. Now, exposure
  97. 3:22compensation is defined as the property
  98. 3:25that determines the amount which applies
  99. 3:26a bias to the exposure level of the
  100. 3:28scene prior to the tone map step. So,
  101. 3:31what that means is you should just
  102. 3:32increase it slightly just to add a
  103. 3:34little bit more contrast. Next, we're
  104. 3:36going to go into all the different
  105. 3:37effects you can apply to lighting. So,
  106. 3:39in order to get them, you just click on
  107. 3:40this little icon here. Then, they should
  108. 3:42all pop up right here. First, we're
  109. 3:45going to use the sky. Now, the sky
  110. 3:47affects just the sky box. So, what I
  111. 3:50recommend is you get this plugin called
  112. 3:53HDRI inserter. And this just has a huge
  113. 3:55catalog of different skies you can just
  114. 3:57apply, just insert to your scenes. But
  115. 4:00if you don't want to get that plugin,
  116. 4:02you can always just go into toolbox, go
  117. 4:04into the sky and atmosphere, and just
  118. 4:07click on any one of these should apply
  119. 4:09it. And there you go. So I recommend
  120. 4:12building your scene around the sky
  121. 4:14because the sky will in fact influence
  122. 4:16how the light works. So once you get a
  123. 4:19sky that you like, you can go into the
  124. 4:21next effect, which will be the
  125. 4:22atmosphere. Now this just applies a
  126. 4:25little bit of fog. So it creates more of
  127. 4:27a depth between objects that are closer
  128. 4:29and that are farther away. Now Roblox
  129. 4:31defines atmosphere as something that
  130. 4:33simulates realistic environments by
  131. 4:35scattering sunlight in unique ways based
  132. 4:37on the properties that control air
  133. 4:39particles. So that's just pretty
  134. 4:42complicated way of saying fog. So
  135. 4:44depending on your scene, you can
  136. 4:45increase or decrease this density
  137. 4:47amount. Unless you have a really foggy
  138. 4:49or smoky scene, I would recommend
  139. 4:51keeping this pretty far out, pretty low,
  140. 4:53like 0.2 around there. Now, this offset
  141. 4:56property controls how light transmits
  142. 4:58between the camera and the sky
  143. 5:00background. When you increase this
  144. 5:01value, it creates a horizon silhouette.
  145. 5:03When you decrease this value, it blends
  146. 5:05distant objects into the sky for
  147. 5:07seemingly endless and seamless open
  148. 5:09world. Let me just increase this density
  149. 5:11a lot. If you set it to zero, it blends
  150. 5:14the objects in the sky more. But if you
  151. 5:16increase it to one, the objects will
  152. 5:17stand out more. So, I recommend keeping
  153. 5:19this pretty low. Next is this color. And
  154. 5:22this color sets the hue of the
  155. 5:23atmosphere for subtle environment modes
  156. 5:25and themes. To expand this property's
  157. 5:28visible effect, combine it with the haze
  158. 5:30property value. I'm just going to
  159. 5:31increase these a little bit to show this
  160. 5:33off. Decay color affects this bottom
  161. 5:36area. So, you can create some pretty
  162. 5:38weird examples of this. I don't usually
  163. 5:41use these settings that much. Increasing
  164. 5:43or decreasing this haze just affects how
  165. 5:46high it rises. And this glare right here
  166. 5:48when combined with haze just affects how
  167. 5:50the sun affects the lighting. So yeah,
  168. 5:54can create some pretty weird results. I
  169. 5:57recommend just not using these for most
  170. 6:00of your builds. Okay, next is the
  171. 6:03sunrays effect. Now, this just quickly
  172. 6:06creates these little god rays that just
  173. 6:08cast light, creates a nice little
  174. 6:10realistic effect, but I see it you
  175. 6:12overused a whole lot. So, I would just
  176. 6:15recommend first of all going into your
  177. 6:18sky texture and decreasing this sun
  178. 6:21angular size. Just set this to five.
  179. 6:23[music] It makes it a lot smaller. So, I
  180. 6:26recommend decreasing the intensity of
  181. 6:28these. Make it very subtle and
  182. 6:31decreasing the spread so it's more
  183. 6:34confined. Something like that works.
  184. 6:36Next is the color correction effect. And
  185. 6:39I would consider this to be the best
  186. 6:40effect that we are given. Now, we'll
  187. 6:43start off with the brightness. And
  188. 6:45unlike the brightness setting in the
  189. 6:46lighting, which only affects how the sun
  190. 6:48affects the scene, the brightness and
  191. 6:51color correction affects the brightness
  192. 6:53across the entire scene. Just increases
  193. 6:56the brightness. Who would have thought?
  194. 6:57So, if you do increase this, I would
  195. 6:59make it very, very subtle. Now, the
  196. 7:01contrast, this just increases or
  197. 7:04decreases how defined the colors and the
  198. 7:08tones are in your game. So, I would
  199. 7:11always recommend increasing the contrast
  200. 7:13at least [music] a little bit. Create a
  201. 7:15more defined and less washed out look.
  202. 7:18Now, for the saturation, it boosts the
  203. 7:20colors or makes it black and white. Now,
  204. 7:22depending on if you want a realistic or
  205. 7:24unrealistic scene, you can increase or
  206. 7:26decrease this. For most realistic
  207. 7:28scenes, I would recommend decreasing
  208. 7:29this just a little bit. If you want like
  209. 7:31a cartoony scene, then you can just
  210. 7:32increase this. Now, the tint color is
  211. 7:34just a color that's going to tint over
  212. 7:36the whole scene. So just make it red,
  213. 7:39make it blue, make it anything. If you
  214. 7:41do use this, I recommend being very
  215. 7:43subtle. So if you want a little slight
  216. 7:45blue to make the scene feel a little
  217. 7:46cooler, you can do that. Or if you want
  218. 7:48it to be yellow to make it a little
  219. 7:49warmer, you can do that, too. I usually
  220. 7:52just make scenes a little bit yellow to
  221. 7:54add a little bit of warmth. Next is the
  222. 7:56bloom effect. If you have a light or a
  223. 7:58part, for example, then this bloom
  224. 8:01effect will affect how it looks. So if
  225. 8:04you set this to pure white, it'll get a
  226. 8:06nice little glow to it. Now, bloom is
  227. 8:08defined as an effect that exaggerates
  228. 8:10light within your game by simulating a
  229. 8:12camera viewing a bright light. When this
  230. 8:15effect has a high value, parts of the
  231. 8:17light colors glow. So, basically, that
  232. 8:18just means it mimics how light works on
  233. 8:21cameras. So, we'll start in the
  234. 8:22intensity. This just changes how intense
  235. 8:26the bloom is. So, if you set it to one,
  236. 8:28it will be as powerful as it can be. But
  237. 8:30if you decrease it, you can see it
  238. 8:32subtly falls off a little bit. Now, the
  239. 8:34size affects how big the bloom will be.
  240. 8:37So, you can set this to really small or
  241. 8:39really large. And then the threshold
  242. 8:41[music] alters at what point bloom will
  243. 8:43be applied to an object. So, if you set
  244. 8:45this to the highest, then bloom won't be
  245. 8:47applied to anything. If you set this
  246. 8:48really low, then a lot of light colors
  247. 8:51will have bloom, even the skybox. So, I
  248. 8:53recommend set it relatively low. I set
  249. 8:56the size pretty high, but I decrease
  250. 8:59intensity a lot. That way, it just
  251. 9:00creates a nice little glowing effect.
  252. 9:02Okay. Next is the blur effect. You might
  253. 9:06be able to guess what this does. It is
  254. 9:08defined as an effect that applies a
  255. 9:10gajon blur to the entirety of the 3D
  256. 9:12world view. All you really need to know
  257. 9:14is that the size increases or decreases
  258. 9:17how sharp the image looks. So, I don't
  259. 9:20ever use this in my games. I would only
  260. 9:22recommend using it if you have like a UI
  261. 9:23open or something you just don't want to
  262. 9:26focus on or like a cinematic, I don't
  263. 9:28know. But, I don't ever use it, so I'm
  264. 9:30just going to delete it. Okay. Next is
  265. 9:32the depth of field effect. Now, this
  266. 9:35functions similar to blur, except that
  267. 9:37it only blurs things that are further
  268. 9:39away from the camera. As you can see
  269. 9:41here, this part is close to the camera,
  270. 9:42so I can see it clearly. These trees in
  271. 9:45the background are blurry because
  272. 9:47they're further away. Now, far intensity
  273. 9:49just changes how sharp an image will
  274. 9:52look the farther away it is. As you can
  275. 9:55see, those are really blurred out back
  276. 9:56there. Now, the focus distance is the
  277. 9:58distance away from the camera that
  278. 10:00things are in focus. So if you increase
  279. 10:02this then the focus distance will be
  280. 10:04further away from the camera. Meaning
  281. 10:06this rock is now in focus because I
  282. 10:08increased the amount of focus distance.
  283. 10:11[music] So you can set this to really
  284. 10:12far away if you wanted to for some
  285. 10:14reason. So it just changes how the blur
  286. 10:16affects and where it affects. Now the
  287. 10:18infocus distance controls the distance
  288. 10:20away from the focus distance where no
  289. 10:22blur is applied. So that basically just
  290. 10:24means if it's blurry or not right in
  291. 10:26front of your camera. So as you can see
  292. 10:28it's really blurry since this is set to
  293. 10:30zero. If I increase it, it no longer
  294. 10:32[music] is blurry. And then the near
  295. 10:34intensity is just the intensity of the
  296. 10:36near field blur. Now, what I recommend
  297. 10:38doing, setting this to zero, setting in
  298. 10:41focus to 50, setting the focus distance
  299. 10:43to zero, and then just changing the far
  300. 10:45intensity to making things that are very
  301. 10:47far in the background just slightly
  302. 10:50blurry. You don't want to overdo it or
  303. 10:52anything. Pardon my interruption, but if
  304. 10:54you find this video helpful, then
  305. 10:55consider [music] helping me reach my
  306. 10:56subscriber goal of 10,000 by the end of
  307. 10:58the year. I also just made a Discord
  308. 11:00server. So, if you're looking for a
  309. 11:02place to help you grow as a developer or
  310. 11:04if you have any video ideas, then
  311. 11:05consider joining.
  312. 11:07First of all, you're going to have to
  313. 11:08make it night. And the way you can do
  314. 11:10that is simply by going into the
  315. 11:12lighting property and then changing this
  316. 11:15clock time. And this just runs on the
  317. 11:17regular 24-hour clock schedule. So, if
  318. 11:20you set it anywhere past 18, it'll
  319. 11:24become night. So, if we just kept with
  320. 11:26the daylight settings we had, the scene
  321. 11:28is just way too dark. Now, you might be
  322. 11:30surprised to hear that night is in fact
  323. 11:32dark. Really dark. But games shouldn't
  324. 11:36be really dark because if a game is so
  325. 11:38dark that players can't even see in
  326. 11:40front of them, then that's just bad
  327. 11:41gameplay. And you don't want to have bad
  328. 11:43gameplay in your games, right? So, we're
  329. 11:45going to tweak the settings slightly
  330. 11:46from what we had during the day. Mainly,
  331. 11:48what we're going to do is increase this
  332. 11:50ambient to make it a little bit lighter.
  333. 11:52You can make it even more blue. [music]
  334. 11:54Now, if you really wanted to, and now
  335. 11:56the color shift top, it's being
  336. 11:57reflected by the moonlight instead of
  337. 11:59the sunlight. So, instead of making this
  338. 12:01yellow, you can make it a little bit
  339. 12:02blue. And now you can increase this
  340. 12:05environment diffuse scale if you want a
  341. 12:07more pronounced moonlight. But don't do
  342. 12:10it too much because the moon really
  343. 12:11isn't that bright. And what I like to do
  344. 12:14in night scenes is increase this
  345. 12:16atmosphere more. That way, you can't see
  346. 12:19as far and it mimics more of a darker
  347. 12:21setting. And since technically in real
  348. 12:23life night is less contrasty than day,
  349. 12:25you can just decrease this contrast if
  350. 12:27you really wanted to a little bit. I'm
  351. 12:29just going to leave it at zero for now.
  352. 12:31[music] Okay. So, first we're going to
  353. 12:33start off with this common little error
  354. 12:35I see. So, if you have light bleeding
  355. 12:37through your walls, then they're
  356. 12:39probably too thin. So, you can just
  357. 12:41increase the scaling up like this,
  358. 12:45and it will go away. But if you
  359. 12:48obviously don't want your walls to be
  360. 12:49this size, another thing you can do is
  361. 12:52let's go into your lighting settings
  362. 12:54[music] and just bring this down and
  363. 12:56that'll help it a little bit. So yeah,
  364. 12:59so first we're going to start with the
  365. 13:01point lights. Now what the point light
  366. 13:03does is that it emits illumination from
  367. 13:06a single point. That just means that
  368. 13:09light emits from this one point in a
  369. 13:11sphere like this. You can increase the
  370. 13:14brightness. This simply just increases
  371. 13:17the brightness. And then you can change
  372. 13:19the range. This is how far it will be
  373. 13:21emitted. So you want it to be massive,
  374. 13:23you can do that. And then you can enable
  375. 13:25shadows. I recommend doing this for all
  376. 13:27of your lights. [music] That way it
  377. 13:29actually casts some shadows instead of
  378. 13:32just being a flat little light. Then the
  379. 13:34color, as you might expect, changes the
  380. 13:36color. I'm just going to show you some
  381. 13:39ways that I would recommend using point
  382. 13:41lights in your interior lighting. So,
  383. 13:43starting with any light that really
  384. 13:44isn't covered, so like this light bulb,
  385. 13:47something that would be covered is like
  386. 13:48this lamp. So, I wouldn't recommend
  387. 13:50using just a point light. I would
  388. 13:52recommend using some spotlights and
  389. 13:53such, but we'll get to that later. And
  390. 13:55another thing is that I would recommend
  391. 13:57putting all of your lights in an
  392. 13:58attachment. This way, you can easily
  393. 14:00move it instead of putting it in a part
  394. 14:03cuz that can get in the way sometimes.
  395. 14:05Now, whenever you're doing point lights,
  396. 14:07I always recommend adding at least two.
  397. 14:10This is because point lights have a
  398. 14:12really ugly looking fall-off. It looks
  399. 14:14like it just radiates an area then just
  400. 14:17blurs off instead of having a nice soft
  401. 14:19falloff. So I typically try to fake this
  402. 14:22by adding in multiple and decreasing the
  403. 14:25range each time and then decreasing the
  404. 14:28brightness manually. So it just is as if
  405. 14:31it's like a gradient. Now, some
  406. 14:33instances I would use a point light is
  407. 14:35with candles mainly, light bulbs as I
  408. 14:38mentioned earlier, and then lights like
  409. 14:40this. You can also use a point light,
  410. 14:43but point light is my personal least
  411. 14:45favorite of all the light options. So,
  412. 14:48whenever I do use a point light, I
  413. 14:50always combine it with other light
  414. 14:52types, which I'll get into later.
  415. 14:54Okay, so next we're going to be going
  416. 14:57over some spotlights. Now, spotlights
  417. 15:01[music] are defined as a light source
  418. 15:03that emits light directionally in the
  419. 15:05shape of a cone with a spherical base.
  420. 15:08Basically, it's like a point light, but
  421. 15:10it only emits light in one [music]
  422. 15:11direction. So, just straight down. Now,
  423. 15:14the settings are pretty much the same.
  424. 15:15Brightness increases the brightness.
  425. 15:17Range increases how far it is. And then
  426. 15:20the angle is how wide this cone will be.
  427. 15:24So if you set this to like really low
  428. 15:26like 45, it'll be a more sharp angle. If
  429. 15:29you make it wider, it'll be wider. So
  430. 15:32different use cases. Now, whenever I
  431. 15:34make lights, I always recommend setting
  432. 15:37the [music] range to just about floor
  433. 15:39level, maybe a little bit lower. This
  434. 15:41way creates a nicer fall-off if it just
  435. 15:44barely hits the floor instead of going
  436. 15:45straight through the floor. Now, some
  437. 15:47common use cases for spotlights are
  438. 15:50flashlights like right here, lights like
  439. 15:53this that you just want to cast
  440. 15:54downward, and then lamps like this.
  441. 15:57Basically, anything that covers a light
  442. 15:59source so it filters through a cone.
  443. 16:01That way, it just makes sense that the
  444. 16:04spotlight would have that shape.
  445. 16:07Next, we're going to be talking about my
  446. 16:08favorite type of light, the surface
  447. 16:10light. Now, a surface light is pretty
  448. 16:12similar to a spotlight, but instead of
  449. 16:16emitting from a single point, it emits
  450. 16:18from a face. So, you can scale this to
  451. 16:20as long as you like, and it just emits
  452. 16:24completely from this. Now, all these
  453. 16:26settings are pretty similar to the
  454. 16:27spotlight. The angle just increases or
  455. 16:30decreases the angle. If you set it to
  456. 16:31zero, it'll be pretty sharp like this.
  457. 16:34If you increase the angle, has a softer
  458. 16:37fall-off. The range is the same. The
  459. 16:39brightness is the same. Now, the best
  460. 16:41use cases for this are longer tube
  461. 16:43lights like this where it doesn't emit
  462. 16:45from a single point but stretches. So,
  463. 16:47any panels, any like billboards or signs
  464. 16:50you want to use, TVs are a good one.
  465. 16:52Now, unfortunately, the surface light
  466. 16:54doesn't take the shape of the object,
  467. 16:56just takes the sizing. So, as you can
  468. 16:58see here, the light emitted isn't a
  469. 17:00triangle, it's a square, but the
  470. 17:03dimensions are the same.
  471. 17:06But the best results always come from
  472. 17:08combining different light types
  473. 17:09throughout the scene. So you don't want
  474. 17:10to only just use point lights. You want
  475. 17:12to use a combination. And even using
  476. 17:15multiple different light types for a
  477. 17:17single light, like having point lights
  478. 17:18and spotlights coming from a lamp and so
  479. 17:21on and so forth. And this just creates a
  480. 17:23more unique and realistic looking scene.
  481. 17:27Okay. Next, we're going to be talking
  482. 17:29about windows. Now, the sun is bright,
  483. 17:33so having windows will automatically
  484. 17:36brighten up your room a lot from all the
  485. 17:38bounce lighting. But unfortunately,
  486. 17:40Roblox doesn't have bounce lighting. So,
  487. 17:43you can either add some lights to this
  488. 17:45or what I recommend is increasing the
  489. 17:47ambience just a little bit. So, it just
  490. 17:49brightens up the room a little bit more.
  491. 17:51Now, another thing you can do is adding
  492. 17:53little point lights from the window that
  493. 17:56will cast light in. Now, this is manual
  494. 17:58lighting, and it does take some time to
  495. 18:01get right. This scene's pretty messy, so
  496. 18:03you might want to change some things.
  497. 18:05But what I recommend is adding a couple
  498. 18:06lights and having them orientated
  499. 18:08slightly differently, so it creates more
  500. 18:10unique looking shadows. When you're
  501. 18:12doing this, don't make something like
  502. 18:13this. Now, this doesn't look good
  503. 18:15because the shadows are pretty messy and
  504. 18:18it's just not really illuminating where
  505. 18:20the window is. This is mainly because
  506. 18:22these windows are too small to cast
  507. 18:24light in. Well, though, if you do add
  508. 18:27some manual lighting from the windows,
  509. 18:29make sure that they're adequately sized.
  510. 18:33Okay, now we're moving on to some more
  511. 18:34manual lighting. As I mentioned
  512. 18:36previously, Roblox doesn't have bounce
  513. 18:39lighting or global illumination of any
  514. 18:41type. So, what a lot of builders do is
  515. 18:44they add in some manual shading. Now,
  516. 18:46what I do for this is I add in a
  517. 18:49vignette to the lower and ceiling. And
  518. 18:52that just means something with shading
  519. 18:54around all of the edges like this. Okay,
  520. 18:57so I forgot to mention this in the
  521. 18:58video, but in order to get those shading
  522. 19:01decals, what you want to do is you want
  523. 19:02to grab a part. Then you can go into
  524. 19:04toolbox, select decals under 2D assets,
  525. 19:08search up vignette. You can just drag
  526. 19:10this onto the part. You'll see it
  527. 19:12applied. Then what you want to do is set
  528. 19:14the art transparency to one so it's
  529. 19:17completely transparent. I would also
  530. 19:19recommend disabling the cast shadow and
  531. 19:21making this completely flat. Then what
  532. 19:23you could do is since this image is
  533. 19:26black, changing the color won't do
  534. 19:27anything, but I recommend increasing
  535. 19:29this transparency a little so it's not
  536. 19:31as [music] dark. And then I add in a
  537. 19:33little black gradient to the walls. Now,
  538. 19:35the key thing about this is to be
  539. 19:37subtle. You don't want a super dark
  540. 19:40texture cuz that that's pretty
  541. 19:42distracting. You just want it to be
  542. 19:43subtle as if it's meant to be there. And
  543. 19:45it just really adds just a little bit
  544. 19:48more depth to the scene. Now, I add this
  545. 19:50to every single little corner. I think
  546. 19:52it just looks a little bit softer. It
  547. 19:53makes the edges look more cohesive and
  548. 19:56such, and it's pretty quick, and it
  549. 19:58doesn't really cause that much lag. Now,
  550. 20:00the next thing you can do for manual
  551. 20:02shading is adding little shadows beneath
  552. 20:05every object. Now, for these shadows,
  553. 20:07it's just a square little glow with a
  554. 20:10little bit of blur on the edges. Now
  555. 20:12again, the key thing with this is to be
  556. 20:14very subtle. It wouldn't look great if
  557. 20:17you just had a little black blob because
  558. 20:19that wouldn't look realistic and it's
  559. 20:21pretty distracting. Just underneath
  560. 20:22every object, just add a little bit of
  561. 20:24shading, a little bit of shadows. Now,
  562. 20:26for circular objects like this, instead
  563. 20:29of grabbing a square shadow, you can
  564. 20:30just add in a circle with a little bit
  565. 20:32of blur just for a nice little fall-off.
  566. 20:35Now, what I see people do sometimes is
  567. 20:38adding shading to every single object in
  568. 20:41the scene. And while you can do that, it
  569. 20:44does take a long time to add it to every
  570. 20:47object and have it looking good. So
  571. 20:48really, you want to weigh your options
  572. 20:51and decide if it's a good use of time to
  573. 20:54shade every single object or if your
  574. 20:56time would be better spent refining the
  575. 20:59things that you do have. So if you have
  576. 21:00a small little showcase, then yeah, you
  577. 21:02can add shading to every object. But if
  578. 21:04you have a massive map with thousands of
  579. 21:06rooms, then it's probably not worth your
  580. 21:08time adding little bits of shading to
  581. 21:10everything. Now for the final piece of
  582. 21:12manual lighting is adding in just little
  583. 21:14soft point lights around the scene just
  584. 21:16to brighten it up a little bit. Now the
  585. 21:18way I do that is by just adding little
  586. 21:21attachments with just two point lights
  587. 21:24creating a nice little fall-off that
  588. 21:26just brightens up the scene a little
  589. 21:27bit. It's important that you put this
  590. 21:29where light is emitted from so it makes
  591. 21:31sense. We wouldn't want it just in the
  592. 21:32middle of the room where no light is. So
  593. 21:35yeah, just put it in the corners and
  594. 21:36such. It just brightens up the room
  595. 21:38quite a bit and just looks pretty nice.
  596. 21:40Oh yeah, another thing I should mention
  597. 21:42is that all the time I see people making
  598. 21:45their point lights completely a
  599. 21:47saturated ugly yellow and this just
  600. 21:50looks terrible. If you're making a
  601. 21:52yellow light, you want to be subtle with
  602. 21:53it. Most room lights like this cast a
  603. 21:56very faint yellow and really only fire
  604. 21:59or flames cause really deep, dark, rich,
  605. 22:03saturated yellow. So keep it
  606. 22:04unsaturated.
  607. 22:07Okay, let's go over some poor lighting.
  608. 22:09Now, before we begin, I'm just going to
  609. 22:11say that your scene will probably look
  610. 22:13different from mine, so don't copy
  611. 22:15exactly what I do. Just use these basic
  612. 22:17principles and then just go on from
  613. 22:19there. Now, most horror games will
  614. 22:22probably be set at night, so make sure
  615. 22:23your sky is night and should probably be
  616. 22:26gloomy and dark, have a moody scene like
  617. 22:28this. So, let's go into these lighting
  618. 22:30settings first. And as you can see, the
  619. 22:32ambient pretty low, just adds a nice
  620. 22:35little darkness to the shadows. You can
  621. 22:37set the brightness high. It doesn't
  622. 22:38really matter. It just affects how the
  623. 22:40moonlight hits the scene. Set the
  624. 22:42environment diffuse scale to 0.2, the
  625. 22:43specular to 0.9. That way you still have
  626. 22:45some nice reflections in the metal. Make
  627. 22:47sure the lighting style is set to
  628. 22:49realistic. The outdoor ambient doesn't
  629. 22:51matter since we're inside. Shadow
  630. 22:53softness, you could honestly set this to
  631. 22:55like 0.2, but it really doesn't matter.
  632. 22:57Okay. Now, for these lights, they're
  633. 22:59pretty simple. I have two different
  634. 23:01attachments for the point light and the
  635. 23:03spotlight. That way, I can position them
  636. 23:05differently because I typically want
  637. 23:07point lights lower. That way, they're
  638. 23:09just not casting directly onto the
  639. 23:11ceiling. But, yeah, I like having it
  640. 23:13lower so it affects the walls
  641. 23:15differently. Now, these point lights are
  642. 23:17set pretty low brightness-wise. That
  643. 23:20way, it doesn't overexpose the scene or
  644. 23:22anything. Set the color to be slightly
  645. 23:25yellow. And as I did before, I set one
  646. 23:28to be slightly shorter in range and
  647. 23:30slightly brighter and one slightly
  648. 23:32further in range and less bright. That
  649. 23:34way, it creates a nicer looking
  650. 23:36fall-off. That's something I recommend
  651. 23:37everyone do. Now, for the spotlights,
  652. 23:40this will hit the floor and be the main
  653. 23:41lighting for all these objects. So, I
  654. 23:44increase the brightness and the angle.
  655. 23:46And it follows the same principles as
  656. 23:48the point lights, having one be a softer
  657. 23:50fall-off and one being more of a direct
  658. 23:52one. You want the range to be just at
  659. 23:54touching the floor. Slightly faceted
  660. 23:56even. Keep the brightness low because
  661. 23:58you don't want the scene to be too
  662. 23:59bright. Honestly, you could even
  663. 24:01increase it a little bit more. I kind of
  664. 24:02like that. And then you basically just
  665. 24:04copy and paste these all around. Now,
  666. 24:06for every scene, I recommend having
  667. 24:08different light sources across the scene
  668. 24:11instead of just plain old ones across
  669. 24:13the ceiling. This way it creates more
  670. 24:15dynamic and unique looking lighting
  671. 24:17array and it plays with the shadows a
  672. 24:19little bit more so you get more
  673. 24:21interesting little reflections and it
  674. 24:24just creates nicer look in my opinion.
  675. 24:26So just add a little weird lights around
  676. 24:28that will just break up the scene and
  677. 24:30the homogyny of the lighting. So I have
  678. 24:32this little lamp here just casting some
  679. 24:34light just three point lights each one
  680. 24:37with increasing brightness and falloff.
  681. 24:39That way it creates a nicer gradient.
  682. 24:41And then I have this flashlight here to
  683. 24:43highlight that back wall a little bit
  684. 24:45more. And this is just a spotlight with
  685. 24:47a brightness set pretty high for this
  686. 24:49scene. The range [music] just barely
  687. 24:52touching this back wall. That way it
  688. 24:54creates a nicer falloff instead of being
  689. 24:56harsh like that. And the angle, you
  690. 24:57don't want to be too extreme with the
  691. 24:59angle, but you want it to actually hit
  692. 25:00the scene. So yeah, this is my basic
  693. 25:02little setup for most of the horror
  694. 25:04scenes I'll do. One thing I would change
  695. 25:06in the scene is just adding more areas
  696. 25:08where light could emit just so it
  697. 25:10creates more interesting [music]
  698. 25:11shadows. But there's nothing that would
  699. 25:13really make sense for the scene. So
  700. 25:15yeah, that's why it's like this. And
  701. 25:17again, I used some manual shading, just
  702. 25:21some decals with different gradients and
  703. 25:23such, just to add some more darkness to
  704. 25:25these corners and the roof. Just add
  705. 25:27some more depth, some more realism to
  706. 25:29the scene, and it looks pretty nice.
  707. 25:32Okay, particles. They can be used to
  708. 25:34create nice lighting effects for a
  709. 25:36variety of different objects. Now, one
  710. 25:39thing I forgot to mention in previous
  711. 25:41parts of the video is that typically you
  712. 25:44want to make any part that emits light
  713. 25:46to be a neon material. This way, it just
  714. 25:49creates a stereotypical glow around. It
  715. 25:52just makes it look a little bit nicer.
  716. 25:54Now, first we're going to be going over
  717. 25:56these little vignettes. Now, technically
  718. 25:58these aren't particles. These are simply
  719. 26:00just decals with images, but as you can
  720. 26:03see, they create nicer little fall-offs
  721. 26:06around the edges. And you can use
  722. 26:08different ones for different lighting
  723. 26:09scenarios. So, if you have a dirty scene
  724. 26:12like or a horror scene, you can create a
  725. 26:14little grungy vignette. Or you could
  726. 26:16just have a nicer fall-off. It's a
  727. 26:18variety of different use cases and then
  728. 26:21increase or decrease the transparency
  729. 26:23accordingly. Can change the color. It's
  730. 26:26pretty simple. Now, in order to create
  731. 26:28these glowing particle effects, what you
  732. 26:30want to do is you want to add an
  733. 26:31attachment and a particle emitter and a
  734. 26:33point light. Now, for the particle
  735. 26:35emitter, you want to set the light
  736. 26:36influence to one. You could increase the
  737. 26:39light emission, but I'm just going to
  738. 26:40leave that at zero for now. Make sure
  739. 26:42the orientation's facing the camera.
  740. 26:44That way, the effect will always work.
  741. 26:45Now, for the size, what I like to do is
  742. 26:48you want the start and the end to be
  743. 26:51about exactly the same. That way,
  744. 26:53there's less flickering going on.
  745. 26:55Because if you set the one really high,
  746. 26:56every time a new particle spawns in,
  747. 26:58it'll get this weird little little
  748. 27:00flicker, which I think looks pretty bad.
  749. 27:02So, you want to start small and then
  750. 27:05increase, then go back down. This way,
  751. 27:07it creates a little humming glow effect,
  752. 27:09if that makes sense. Now, to add more
  753. 27:11variation, you can increase or decrease
  754. 27:13this envelope right here. That means
  755. 27:15this value could be anywhere within this
  756. 27:18range. So, it could be like nine, it
  757. 27:20could be four or something. So, if you
  758. 27:22just increase this, it'll add more
  759. 27:23variation. But I wouldn't go over the
  760. 27:25top because it can also add to the
  761. 27:27flicker which I just personally don't
  762. 27:29like. Then for the transparency, it's
  763. 27:31basically the same principle. You want
  764. 27:33it to be pretty transparent at the start
  765. 27:36and the end. That way there's no ugly
  766. 27:38flickering going on. Again, you want the
  767. 27:40you want the transition to different
  768. 27:42particles to be as seamless as you can.
  769. 27:44That way it's not as distracting. You
  770. 27:46could even set it to completely
  771. 27:47transparent at the start and the end.
  772. 27:49And then you want it to increase in
  773. 27:51transparency. That way you can actually
  774. 27:52see the particle. can add some variation
  775. 27:54through the envelope. Then the lifetime
  776. 27:56set to two, meaning the particle will
  777. 27:58last for two seconds. And then the rate
  778. 28:00is set to two, meaning that two will
  779. 28:02spawn every second. That means four
  780. 28:04particles will exist at once. That way,
  781. 28:06it just creates a nice little effect and
  782. 28:08looks a little bit more seamless. Then
  783. 28:10we'll get into the rotation and rotation
  784. 28:11speed for these other particles. But for
  785. 28:13this type of glow, you can just leave
  786. 28:15that as it is. If you wanted to, you
  787. 28:17could increase speed. That'll just cast
  788. 28:19it up. I recommend just keeping this at
  789. 28:21zero. Then the other setting I recommend
  790. 28:23changing is the time scale. Decrease
  791. 28:25this from one, it will slow the particle
  792. 28:28animation. So at one is the normal
  793. 28:30speed. And as you can see, this is
  794. 28:32playing pretty fast. So what I recommend
  795. 28:34doing is just decreasing this slightly.
  796. 28:36So it's a little more drawn out, a
  797. 28:38little slower animation. Now, all of
  798. 28:40these other glow effects follow the same
  799. 28:43principles as this one. They actually
  800. 28:44copy the exact same settings except for
  801. 28:47the rotation. Since you can actually see
  802. 28:50some differences across this texture
  803. 28:52instead of just being a blob like this
  804. 28:53one, you could benefit from adding some
  805. 28:55rotation. So I just set it to negative
  806. 28:57360 and 360 so it's completely random
  807. 29:00and then add just a little bit of
  808. 29:01rotation speed. That way you can see it
  809. 29:03moving slightly and everything else is
  810. 29:06exactly the same. Now the reason we add
  811. 29:08point lights is so that it affects the
  812. 29:11light emission. Just creates more
  813. 29:12realistic lighting glow. And these point
  814. 29:14lights don't have to be anything
  815. 29:15special. Usually the point light can be
  816. 29:18replaced by the actual light source
  817. 29:20you'll be using. The source itself
  818. 29:21doesn't need to have any specific
  819. 29:23settings to create this effect. Now
  820. 29:25following similar principles are these
  821. 29:28flare glows, but instead of just having
  822. 29:30one glow particle, I have two. One for
  823. 29:33the actual flare and one for the
  824. 29:35background glow. Now, you don't need
  825. 29:37that background glow, but I just like
  826. 29:38the effect it creates. So yeah, the only
  827. 29:41differences between these and these
  828. 29:43glows is the texture used. So you could
  829. 29:46just plug in any texture you want and it
  830. 29:49will create a little flare. So yeah, all
  831. 29:52the principles are exactly the same. Now
  832. 29:54the next particle I like using is this
  833. 29:57beam type. This is great for spotlights
  834. 29:59and just creating a more volutric
  835. 30:01looking light. Now, you could use this
  836. 30:03for windows. You can use this for any
  837. 30:05light, but it just looks really nice on
  838. 30:07spotlights that are casting directly
  839. 30:09downward. Now, for this, you're going to
  840. 30:11want two attachments. And make sure you
  841. 30:13name them separately. I have I have the
  842. 30:15first one named one, the second one
  843. 30:16named two. Then, you want to add in a
  844. 30:18beam. Now, with this beam, you want to
  845. 30:20first set the attachment zero to the
  846. 30:22first attachment you have, and then
  847. 30:24attachment one to the second attachment
  848. 30:26you have. Then, you want to position
  849. 30:28these however you want. The second
  850. 30:30attachment should be at the bottom. The
  851. 30:32first attachment should be at the top.
  852. 30:34Then go into here, set your texture mode
  853. 30:36to stretch, then adjust this texture
  854. 30:39length. Most of the time, setting it to
  855. 30:41one will work the best. Then you can
  856. 30:43just adjust it to however you want it to
  857. 30:46look. I always recommend just putting
  858. 30:48the attachment on the floor and the top
  859. 30:49one on the actual light itself. Now,
  860. 30:51similar to those glowing lights, I
  861. 30:53recommend setting the beam light
  862. 30:55influence to one. This way, the light
  863. 30:57actually affects it. And for this one, I
  864. 30:59have the light emission also set to one.
  865. 31:01Now, for the transparency, I always
  866. 31:03recommend making it fully transparent at
  867. 31:06the bottom. That way, you can't see the
  868. 31:08seam of the texture and just creates a
  869. 31:10nicer looking fall-off. You can add
  870. 31:11different points to change the fall-off
  871. 31:13and such. And then I also recommend
  872. 31:16setting the starting bit to at least
  873. 31:18somewhat transparent so it's not too
  874. 31:20intense at the top. So, I just set a
  875. 31:22little bit transparent, bring it all the
  876. 31:24way down for the main part of the light,
  877. 31:26and then have it fade out towards the
  878. 31:28bottom. Now for the shape itself.
  879. 31:29Typically for spotlights like this, it
  880. 31:31can create this little curving effect.
  881. 31:34So yeah, just set this width to fit the
  882. 31:36light size. If you have it too big, it
  883. 31:39will look weird and will clip outside of
  884. 31:41the light, which just looks pretty bad.
  885. 31:43So I just recommend setting the width
  886. 31:44zero to slightly smaller than the width
  887. 31:46one. That way it creates a nice little
  888. 31:49little arcing effect. than the spotlight
  889. 31:51itself. I just recommend making sure the
  890. 31:54angle is at least somewhat close to the
  891. 31:57arc of the beam. If it's too narrow,
  892. 31:59then the light casted won't fit
  893. 32:01properly. And if it's too wide, it also
  894. 32:03won't fit properly. So, just have it
  895. 32:05somewhat close so it fits better. And
  896. 32:07you want the range to be somewhat close
  897. 32:08to the floor. Okay, so this is how I
  898. 32:12would personally do some cartoon
  899. 32:13lighting. So, starting with these
  900. 32:14settings, I have the ambient set pretty
  901. 32:17high. That way, the shadows aren't too
  902. 32:19dark. I have it set very blue just to
  903. 32:21add some nice cartoony bluish tint to
  904. 32:24the shadows. Now the brightness I've set
  905. 32:26it to 4.5 just to get a nice bright
  906. 32:29little scene. The color shift top I make
  907. 32:31very yellow. That way anywhere where
  908. 32:34light's hitting it's nice and bright and
  909. 32:36yellow and adds a nice contrast to the
  910. 32:38blue shadows. Then the environment
  911. 32:40diffuse scale. Since this isn't a
  912. 32:42realistic scene, I have it set pretty
  913. 32:43high. That way the shadows aren't too
  914. 32:45dark and moody. Then I have the
  915. 32:46environment specular set pretty high for
  916. 32:48similar reasons. Outdoor ambience the
  917. 32:50same as ambient because this is an
  918. 32:53outdoor scene so it doesn't really
  919. 32:54matter that much. Then I increase the
  920. 32:56shadow softness pretty high just to get
  921. 32:58some sharper shadows. I know some people
  922. 33:00who like increasing this for cartoony
  923. 33:03scenes but I don't like doing that. Then
  924. 33:05you can go down to this exposure
  925. 33:07compensation and increase it a little
  926. 33:08bit. Just add a little bit more
  927. 33:10brightness. Then the sky I think is what
  928. 33:12really carries the scene. If you delete
  929. 33:14it, everything looks really dull and
  930. 33:16bland. So, just adding a nice cartoony
  931. 33:19sky to the scene just helped a lot. Now,
  932. 33:21for the atmosphere, I have it set pretty
  933. 33:24dense just to get a nicer looking
  934. 33:26fall-off in the distance. And I have the
  935. 33:28offset set to zero, and I didn't mess
  936. 33:30with these at all. Then, for the bloom,
  937. 33:32decrease the threshold a lot so it
  938. 33:33affects a lot of objects. Increase the
  939. 33:36size a ton, and decrease [music]
  940. 33:38intensity so it's not overbearing or
  941. 33:40anything. Just a nice little glow in
  942. 33:42some areas. It might be [music] even a
  943. 33:43little too intense right now. Then the
  944. 33:45color correction. I brightened it up a
  945. 33:47little bit just so it hurts your eyes a
  946. 33:48little. And then I add some contrast to
  947. 33:51get a nice punchy look so it doesn't
  948. 33:53look too washed out or anything. Then I
  949. 33:55have the saturation increase a little
  950. 33:56bit since it's a cartoony scene. Colors
  951. 33:59are meant to be vibrant or something
  952. 34:00like that. Then for the tint color, I
  953. 34:03just set it to a little bit more
  954. 34:04blueish. Don't go over the top with this
  955. 34:07just to make it feel a little bit
  956. 34:08cooler. the sun rays. Just set the
  957. 34:10spread very low and the intensity very
  958. 34:12low just so it creates a nicer looking
  959. 34:14glow around the sun. If you go over the
  960. 34:16top with this, it will just overexpose
  961. 34:18everything and just look terrible.
  962. 34:22Congratulations on [music] reaching the
  963. 34:24end of the video. I hope I went over
  964. 34:26everything that's useful. If I did miss
  965. 34:27something, then please comment what and
  966. 34:29I'll make a second video on lighting in
  967. 34:31the future. And as I mentioned
  968. 34:32previously, I made a Discord server, so
  969. 34:34feel free to join that. This video took
  970. 34:36me a while to make, so don't forget to
  971. 34:37subscribe and like to help me in the
  972. 34:39algorithm.

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This page contains the full transcript of MASTER Roblox Lighting With This Video by Ice Guy, generated from the public captions YouTube serves with the video. The transcript has 6,882 words across 972 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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