Notes I forgot to mention: For this effect to work, you need to have your studio graphic settings high. You won't achieve the reflection if your graphics are too low, so I always keep it at 21. The highlight limit is 31. You can't have any more than that. To get around it, you can group all of the items you wish to highlight in a single folder, and then insert a highlight in the folder itself. This will apply the effect to all the objects in the folder, so you don't need a highlight for every part.
@@nuclearsu Robloxs built in limiters are for memory reasons. Wouldn't wanna melt something trying to render 10k highlights, reflections etc, and do physics calculations not including in game calculations ran from scripts etc etc etc.
glad to see you found the forest megascans I uploaded! (back in 2021 when I had no idea of copyrighted materials LOL) make sure to only use them in studio and dont publish them since they're not supposed to be allowed to be used outside of unreal engine.
i have an idea to get across the weird effect when you're not looking directly forward or only slightly down/up in a function binded to renderstep (camera priority + 1 ofc) change the transparency of the glass depending on the y axis of the player camera's lookvector, since the glass is pulled down the higher it's transparency is (past 1), i'm gonna try and do it rn
I never knew about this technique and thanks cuz I will use in my future games. Before knowing this, I used to make reflections by using a whole Reflections Module that worked inside a ViewportFrame inside a SurfaceGui locally. It worked but was pixelated and caused lag since it literally duplicated the map.
I ran into a small issue, When trying to download a texture, It just saved the image right away when I pressed enter instead of being able to change the name and stuff, any ideas?
@@araresu just rename the file after it has been downloaded. adding ".png" to the file name is simply a way of telling an OS/any other system what the file extension is without having to check it in the actual file itself
Took my time to test out your game and voer all I'm impressed! Tho the weapons won't go up to high that makes it a little unrealistic. Other then that, it was fire!
@@hamodiiskan1237 Much appreciated! The issue with the weapons not facing or pointing the right direction actually has a lot to do with the avatar of the user, and they will be much more streamlined when I finish the game. The game will have a character creation sequence, rather than using custom avatars, and doing so will solve a lot of the immersion breaking visual bugs
there is another way that has its upsides and downsides, and that is using terrain water combined with the transparent texture method you described in the video. however you may need to actually move your map to align with the terrain, as terrain voxels are 4x4x4. you should then also configure water wave size and speed to 0, and set water reflectance to 1 and transparency to 0. the upside is that the reflections are actually upside down, however the downside is that the normal map of the water cannot be changed and thus the reflections themselves look very unnatural to puddles
the only way to delete the normal map of the water is to manually delete the texture from the roblox player files. this is the closest thing to actually good ssr puddles but unfortunately theres nothing else to do until roblox adds the ability to retexture the water.
@@exolyne. Yeah, I've seen this method, and it is unfortunate that we have to resort to such things just to get a cool effect. Honestly, everything will change if they ever add water as a material you can just use. The only other issue I can think of with that method is the performance cost. I ran into huge FPS dips when trying to use water instead of glass
there was something like this for a long time now. back then people just use terrain water just thinly layered over the surface to actually reflect stuff (but its best used only if the map is like one flat floor). also this glass bug is not ssr, its a buggy refraction
@@lambdadelta821 Yeah I know it’s not true SSR, but it’s pretty goddamn convincing if you don’t look too close. It adds a lot to little things like water
hey this is an awesome video!! i love love love how your game looks and i was wondering if i could get advice on general visual lighting for a nighttime scenery! i noticed on the roads in your builds, there was a slight reflectance from the blade's light source (besides the puddles) and i love the dark atmosphere you created. do you have any advice on how to create this realistic visual for roblox studio?? tysm!!
@@livyanna I actually just started this project messing around with the city template you can get on Roblox when you make a new place. As for the wet look, you can accomplish that by using a surface appearance with a high-contrast texture set for the roughness map. I actually just play around with random images until I get my desired effect. I appreciate the kind words and can't wait for you to see the end results 🙏🏻
I would rather call it lens, it is probably focusing surrounding light in smaller space and transparency decreases focal lenght but i aint no scientist.
how did you tile the puddle in your game?? when i try to make it big, it just stretch instead of tiling- can you make a example for more large scale version of this?? or make uncopylocked example please
The road is built in segments rather than stretching parts. You can find the exact assets by creating a new game and selecting the city template. The city template is what I started messing around with when I made this project.
I tried your game and it looks very good. The performance is kinda bad but it's probably due to roblox limitations. Oh and I think it would be better if you could play it in first person.
hey, im wondering how you got the entire road to have the effect? did you make separate textures for sections of the road or one big seamless puddle texture overlap for the entire road?
I did it for each unique texture. The intersection and the main roads were the only two textures, and they are repeated. The textures were designed to be seamless, so they can connect
Unfortunately, apparently this has been fixed, the glass does not become reflective, or I am doing something wrong, what other ways are there to do something similar
I'll be working on an update that makes this trick more versatile, but given the limitations of the engine I think this is currently the best you can get. If you want to do this with nice PBR textures, I recommend taking existing ones and just modifying the color map to add the empty space for the puddles
@@fantasti3620 must be something on your end unfortunately. My game is currently up and playable and it's not broken there. Make sure you check the steps thoroughly to make sure you didn't miss something.
Just add the highlight to the part and it will work. It doesn't work when clicking because you're using the "Bounding Boxes" selection style in the "View" tab.
@@zachariestudio Make sure your studio quality settings are set to 21. A friend of mine had this setting reset and he thought it was patched, but after changing that setting quickly returned.
Notes I forgot to mention:
For this effect to work, you need to have your studio graphic settings high. You won't achieve the reflection if your graphics are too low, so I always keep it at 21.
The highlight limit is 31. You can't have any more than that. To get around it, you can group all of the items you wish to highlight in a single folder, and then insert a highlight in the folder itself. This will apply the effect to all the objects in the folder, so you don't need a highlight for every part.
why is there a highlight limit? ;(
@@nuclearsu Robloxs built in limiters are for memory reasons. Wouldn't wanna melt something trying to render 10k highlights, reflections etc, and do physics calculations not including in game calculations ran from scripts etc etc etc.
@@nuclearsu performance reasons, but for making playable games and stuff like that, we can get around it with scripting and such
Why is penguinz0 so good at making games
That was the first thing I thought lol
Maybe he's trying to make a place for himself on this kids platform to found something he likes .
@@The_BlackGoosemake you sense no
@@localscriptedthe penguinz situation is crazy
@@The_BlackGoose I've looked at this comment for like three minutes and I still can't understand what it's trying to say
This is an excellent video, thank you.
taking notes
will you be trying volumetric effects? i went down a roblox graphical glitch rabbithole
Woah 22 hours ago o_O
@@lossycompressed where
i’ll 3089 your asimo
Im glad to see charlie doing development on roblox
its always the channels with low subs that are good thank you so much for this tutorial bro keep it up!
@@TrueColonel thanks G I'll have a follow up video soon showing all the lighting hacks and reflection methods I find to be best
i love hacky tricks like these. i knew ab the transparent glass thing but learned something about the other stuff
btw the game ur making looks similar to mine 😭
thats actually super cool i knew about the highlight and glass reflection but i didnt think of putting a part above it to make it look more see thru
glad to see you found the forest megascans I uploaded! (back in 2021 when I had no idea of copyrighted materials LOL) make sure to only use them in studio and dont publish them since they're not supposed to be allowed to be used outside of unreal engine.
@@KimWon-Il haha oops
i have an idea to get across the weird effect when you're not looking directly forward or only slightly down/up
in a function binded to renderstep (camera priority + 1 ofc) change the transparency of the glass depending on the y axis of the player camera's lookvector, since the glass is pulled down the higher it's transparency is (past 1), i'm gonna try and do it rn
Dang I got to try that
I never knew about this technique and thanks cuz I will use in my future games.
Before knowing this, I used to make reflections by using a whole Reflections Module that worked inside a ViewportFrame inside a SurfaceGui locally. It worked but was pixelated and caused lag since it literally duplicated the map.
This is really sick I hope they don't patch this, I will definetly use this on my upcoming game, thank you!
I ran into a small issue, When trying to download a texture, It just saved the image right away when I pressed enter instead of being able to change the name and stuff, any ideas?
@@araresuI don't have any ideas, but did the glass work for you? For me, it didn't work. Again, sorry for not being able to help.
@@14A013 Yeah it works, you need to change your studio settings though, theres a setting called editor quality level, set it to 16
@@araresu just rename the file after it has been downloaded. adding ".png" to the file name is simply a way of telling an OS/any other system what the file extension is without having to check it in the actual file itself
the slate part's transparency goes on top of any transparency in the puddle's image
I'm so impressed with your creativity.
Took my time to test out your game and voer all I'm impressed! Tho the weapons won't go up to high that makes it a little unrealistic. Other then that, it was fire!
@@hamodiiskan1237 Much appreciated! The issue with the weapons not facing or pointing the right direction actually has a lot to do with the avatar of the user, and they will be much more streamlined when I finish the game. The game will have a character creation sequence, rather than using custom avatars, and doing so will solve a lot of the immersion breaking visual bugs
there is another way that has its upsides and downsides, and that is using terrain water combined with the transparent texture method you described in the video. however you may need to actually move your map to align with the terrain, as terrain voxels are 4x4x4. you should then also configure water wave size and speed to 0, and set water reflectance to 1 and transparency to 0. the upside is that the reflections are actually upside down, however the downside is that the normal map of the water cannot be changed and thus the reflections themselves look very unnatural to puddles
the only way to delete the normal map of the water is to manually delete the texture from the roblox player files. this is the closest thing to actually good ssr puddles but unfortunately theres nothing else to do until roblox adds the ability to retexture the water.
@@exolyne. Yeah, I've seen this method, and it is unfortunate that we have to resort to such things just to get a cool effect. Honestly, everything will change if they ever add water as a material you can just use.
The only other issue I can think of with that method is the performance cost. I ran into huge FPS dips when trying to use water instead of glass
If one day Roblox adds RT to Roblox Studio, I'm going to enjoy it like you can't imagine.
@@damian-ps3jz we can only hope
This looks so out of place lmao, reflections in roblox aren't too common
I really hope they don't patch this. Great video and demonstration
there was something like this for a long time now. back then people just use terrain water just thinly layered over the surface to actually reflect stuff (but its best used only if the map is like one flat floor). also this glass bug is not ssr, its a buggy refraction
@@lambdadelta821 Yeah I know it’s not true SSR, but it’s pretty goddamn convincing if you don’t look too close. It adds a lot to little things like water
@@defenestratorr yea true, this bug actually works really well on some maps
hey this is an awesome video!! i love love love how your game looks and i was wondering if i could get advice on general visual lighting for a nighttime scenery! i noticed on the roads in your builds, there was a slight reflectance from the blade's light source (besides the puddles) and i love the dark atmosphere you created. do you have any advice on how to create this realistic visual for roblox studio?? tysm!!
@@livyanna I actually just started this project messing around with the city template you can get on Roblox when you make a new place. As for the wet look, you can accomplish that by using a surface appearance with a high-contrast texture set for the roughness map. I actually just play around with random images until I get my desired effect. I appreciate the kind words and can't wait for you to see the end results 🙏🏻
i didn't know penguinz0 could cook in roblox studio
I would rather call it lens, it is probably focusing surrounding light in smaller space and transparency decreases focal lenght but i aint no scientist.
when i make the transparent holes and put it in roblox studio it makes the edge sharp idk why my roblox studio is at max graphics too
BRO YOU ARE A HERO THANK YOU
charli upload new video
whaa how did u get the music logo
how did you tile the puddle in your game?? when i try to make it big, it just stretch instead of tiling- can you make a example for more large scale version of this?? or make uncopylocked example please
The road is built in segments rather than stretching parts. You can find the exact assets by creating a new game and selecting the city template. The city template is what I started messing around with when I made this project.
LIFE SAVER!
I tried your game and it looks very good. The performance is kinda bad but it's probably due to roblox limitations. Oh and I think it would be better if you could play it in first person.
hey, im wondering how you got the entire road to have the effect? did you make separate textures for sections of the road or one big seamless puddle texture overlap for the entire road?
I did it for each unique texture. The intersection and the main roads were the only two textures, and they are repeated. The textures were designed to be seamless, so they can connect
@@blaux thanks a lot for the quick response and information!! I can't wait to see how your project ends up looking like!
Thanks man! It'll be a while before an official release, but there's going to be a ton of stuff to do@@luxor4804
USING THIS FOR SCHOOL BATHROOM SIMULATOR 🤩🤩🤩
amazing tutorial thanks
This lagoon cost 70k.
Unfortunately, apparently this has been fixed, the glass does not become reflective, or I am doing something wrong, what other ways are there to do something similar
@@VladoZ_official Might have to change studio render quality in settings.
@@blaux i select 21
@@VladoZ_official still works
@@pessima_rbx Can you tell me more about how to implement this?
this is really cool
How would i do this with pbr?
Is there any better way than doing it with every png and have it be imperfect?
I'll be working on an update that makes this trick more versatile, but given the limitations of the engine I think this is currently the best you can get. If you want to do this with nice PBR textures, I recommend taking existing ones and just modifying the color map to add the empty space for the puddles
@@blaux what about the other texture parts tho like roughness
is there any way to just have the puddle itself and still have it look like a puddle
@@user-unavailable I'll be trying to find a way to do that, so far no luck since the glass bug doesn't play nice with meshes
@@blaux ok
WOW
soon we'll get roblox pathtracing 🙂
i have my rendering at level 21 and it still doesnt work
@@blixoon7403 Make sure you're using a part when making glass, not a mesh part.
love you bro
doesnt work, graphics level is at max, tried direct x and oppen gl doesnt work.
@@fantasti3620 must be something on your end unfortunately. My game is currently up and playable and it's not broken there.
Make sure you check the steps thoroughly to make sure you didn't miss something.
Just add the highlight to the part and it will work. It doesn't work when clicking because you're using the "Bounding Boxes" selection style in the "View" tab.
How do you not have more subscribers???
Wow nice
it doesnt work for me
Lagoon.
It’s not making the miror effect
@@zachariestudio Make sure your studio quality settings are set to 21. A friend of mine had this setting reset and he thought it was patched, but after changing that setting quickly returned.
@@blaux I Did, but it’s not like a mirror, it stays as the same effect at the start
thanks
Omg GTA 6 in roblox leaked
Nice
Nope doesnt work. Its still invisible
@@toysRrobloxYT Raise your studio render graphics settings. They need to be at least 17 or 18 I believe. So setting it to 21 should work
Wait, so if you create it at 21 setting, will others even see it? Like mobile players?
tf is penguinz0 yapping about
You sound like penguinz0 + obama
@@sos_one bruh
to me he sounds like Gabe Newell
We got realistic Roblox before GT6
Still working?
it doesnt work for me idk y
@@GamerTheMexican It works for me now, You just have to set the graphics level to 16 ahead
are you gaben
its pached
@@JoopsDesing just did it. Check your studio quality settings. Make sure they are at 21, otherwise you won't get the reflection
@@blaux Thanks now it works.