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Sours: https://robloxidforslimedreams.blogspot.com/2020/05/hex-texture-roblox.html

zeux/texture-build-pipeline.fsx

openSystemopenSystem.DiagnosticsopenSystem.DrawingopenSystem.Collections.ConcurrentopenSystem.IOopenSystem.Security.Cryptographyletlprintf format = Printf.kprintf (fun s -> Console.Write(s)) formatletlprintfn format = Printf.kprintf (fun s -> Console.WriteLine(s)) formatletsystem path args =letp= Process.Start(ProcessStartInfo(path, args, UseShellExecute =false, RedirectStandardOutput =true))letout= p.StandardOutput.ReadToEnd()if out.Length >0then lprintf "%s" out p.WaitForExit()if p.ExitCode <>0then failwithf "%s%s failed with %d" path args p.ExitCodeletcomputeMD5 path = MD5.Create().ComputeHash(File.ReadAllBytes(path))|> Array.map (fun x -> x.ToString("x2"))|> String.concat ""letloadDb path =letdb= ConcurrentDictionary<string, string * string>()if File.Exists(path)thenfor l in File.ReadAllLines(path)domatch l.Split([|';'|])with|[|target; sourcesig; targetsig|]-> db.TryAdd(target,(sourcesig, targetsig))|> ignore|_->() dbletsaveDb(db:ConcurrentDictionary<string,string*string>)path =letlines= db.ToArray()|> Array.map (fun p -> p.Key +";"+ fst p.Value +";"+ snd p.Value) File.WriteAllLines(path, lines)letmakeWithDb(db:ConcurrentDictionary<string,string*string>)fn sources target =letsourceSig= sources |> Seq.map (fun s -> computeMD5 s)|> String.concat ","lettargetSig=if File.Exists(target)then computeMD5 target else"none"letstale=match db.TryGetValue(target)with|true,(ssig, tsig)when ssig = sourceSig && tsig = targetSig ->false|true,(ssig, tsig)when ssig = sourceSig -> lprintfn "* building %s because target changed (%s -> %s)" target tsig targetSigtrue|true,(ssig, tsig)-> lprintfn "* building %s because source changed (%s -> %s)" target ssig sourceSigtrue|_-> lprintfn "* building %s for the first time" targettrueif stale then db.TryRemove(target)|> ignorematch Path.GetDirectoryName(target)with|""->()| p -> Directory.CreateDirectory(p)|> ignore fn sources target db.TryAdd(target,(sourceSig, computeMD5 target))|> ignoreletcompressPVR_RGBA source target = system "pvrtextoolcli"(sprintf "-i %s -o %s -legacypvr -m -f R8G8B8A8 -r 256,256" source target)letcompressPVR_ETC1 source target = system "pvrtextoolcli"(sprintf "-i %s -o %s -legacypvr -m -f ETC1" source target)letcompressPVR_PVRTC bpp source target = system "pvrtextoolcli"(sprintf "-i %s -o %s -legacypvr -m -f PVRTC1_%d" source target bpp)letcompressDiffuse platform source target =match platform with|"android"-> compressPVR_ETC1 source target|"ios"-> compressPVR_PVRTC 2 source target|_-> system "nvcompress"(sprintf "-nocuda -repeat -color -bc1 %s%s" source target)letcompressDiffuseAlpha platform source target =match platform with|"android"-> compressPVR_RGBA source target|"ios"-> compressPVR_PVRTC 2 source target|_-> system "nvcompress"(sprintf "-nocuda -repeat -color -bc3 %s%s" source target)letcompressNormal platform source target =match platform with|"android"-> compressPVR_ETC1 source target|"ios"-> compressPVR_PVRTC 4 source target|_-> system "nvcompress"(sprintf "-nocuda -repeat -normal -bc3n %s%s" source target)letcompressSpecular platform source target =match platform with|"android"-> compressPVR_ETC1 source target|"ios"-> compressPVR_PVRTC 2 source target|_-> system "nvcompress"(sprintf "-nocuda -repeat -color -bc1 %s%s" source target)letcompressDiffuseStuds platform source target =match platform with|"android"|"ios"-> system "nvcompress"(sprintf "-nocuda -repeat -lumi %s%s" source target)|_-> compressDiffuse platform source targetletcompressNormalStuds platform source target =match platform with|"android"|"ios"-> system "nvcompress"(sprintf "-nocuda -repeat -rgb %s%s" source target)|_-> compressNormal platform source targetletpatchMipsDDS file mips =use f = File.OpenWrite(file) f.Position <-28L f.WriteByte(mips)letcompressDiffuseTerrain platform source target = compressDiffuse platform source targetif platform ="pc"then patchMipsDDS target 5uyletgetTerrainAtlasFiles path =letmaterials=[|"Grass";"Sand";"Brick";"Granite";"Asphalt";"Aluminum";"Gold";"Iron";"PlasticRed";"PlasticBlue";"WoodPanel";"WoodLog";"Gravel";"CinderBlock";"MossyStone";"Cement"|] materials|> Array.map (fun name ->match Directory.GetFiles(path, name +"*")with|[|f|]-> f| l -> failwithf "Expected one file for material %s, got %d" name l.Length)letpackTerrainAtlas(sources:string[])target =use result =new Bitmap(2048,2048)use g = Graphics.FromImage(result)for i in0..15douse image = Image.FromFile(sources.[i]) g.DrawImage(image, Rectangle((i % 4)*512,(i /4)*512,512,512)) result.Save(target)letmaterials=["aluminum";"brick";"concrete";"diamondplate";"fabric";"granite";"grass";"ice";"marble";"pebble";"rust";"sand";"slate";"wood";"woodplanks";"metal";"cobblestone"]letplatforms=["pc";"ios";"android"]letdb= loadDb "build.db"letmake f s t = makeWithDb db (fun s t -> f (Seq.head s) t)[s] tletmakeN= makeWithDb dbletjobs=seq {for p in platforms doletext=match p with"ios"->"pvr"|"android"->"pvr"|_->"dds"for m in materials doyieldfun()-> make (if m ="rust"|| m ="cobblestone"|| m ="woodplanks"|| m ="grass"|| m ="fabric"then compressDiffuseAlpha p else compressDiffuse p)(sprintf "source/%s/diffuse.dds" m)(sprintf "%s/textures/%s/diffuse.%s" p m ext)yieldfun()-> make (compressSpecular p)(sprintf "source/%s/specular.dds" m)(sprintf "%s/textures/%s/specular.%s" p m ext)yieldfun()-> make (compressNormal p)(sprintf "source/%s/normal.dds" m)(sprintf "%s/textures/%s/normal.%s" p m ext)yieldfun()-> make (compressNormal p)(sprintf "source/%s/normaldetail.dds" m)(sprintf "%s/textures/%s/normaldetail.%s" p m ext)yieldfun()-> make (compressDiffuseStuds p)"source/plastic/diffuse.dds"(sprintf "%s/textures/plastic/diffuse.dds" p)yieldfun()-> make (compressNormalStuds p)"source/plastic/normal.dds"(sprintf "%s/textures/plastic/normal.dds" p)yieldfun()-> make (compressNormal p)"source/plastic/normaldetail.dds"(sprintf "%s/textures/plastic/normaldetail.%s" p ext)yieldfun()-> make (compressDiffuseStuds p)"source/studs.dds"(sprintf "%s/textures/studs.dds" p)for side in["bk";"dn";"ft";"lf";"rt";"up"]doyieldfun()-> make (fun source target ->lettemp= Path.ChangeExtension(target,"."+ ext) compressDiffuse p source temp File.Copy(temp, target, overwrite =true) File.Delete(temp))(sprintf "source/sky/sky512_%s.dds" side)(sprintf "%s/textures/sky/sky512_%s.tex" p side)yieldfun()-> makeN packTerrainAtlas (getTerrainAtlasFiles "source/terrain/diffuse")(sprintf "terrain_diffuse_%s.png" p) make (compressDiffuseTerrain p)(sprintf "terrain_diffuse_%s.png" p)(sprintf "%s/textures/terrain/diffuse.%s" p ext)yieldfun()-> makeN packTerrainAtlas (getTerrainAtlasFiles "source/terrain/diffusefar")(sprintf "terrain_diffusefar_%s.png" p) make (compressDiffuseTerrain p)(sprintf "terrain_diffusefar_%s.png" p)(sprintf "%s/textures/terrain/diffusefar.%s" p ext)yieldfun()-> makeN packTerrainAtlas (getTerrainAtlasFiles "source/terrain/normal")(sprintf "terrain_normal_%s.png" p) make (compressNormal p)(sprintf "terrain_normal_%s.png" p)(sprintf "%s/textures/terrain/normal.%s" p ext)yieldfun()-> makeN packTerrainAtlas (getTerrainAtlasFiles "source/terrain/specular")(sprintf "terrain_specular_%s.png" p) make (compressSpecular p)(sprintf "terrain_specular_%s.png" p)(sprintf "%s/textures/terrain/specular.%s" p ext)for i in1..25doyieldfun()-> make (compressNormal p)(sprintf "source/water/normal_%02d.dds" i)(sprintf "%s/textures/water/normal_%02d.%s" p i ext)}letres= jobs|> Seq.toArray|> Array.Parallel.map (fun j ->try j() Nonewith e -> Some e)|> Array.choose idsaveDb db "build.db"if res.Length >0then raise (AggregateException(res))
Sours: https://gist.github.com/zeux/d8da1afd552a189fe9dc39d3e2b5b673
  1. Thinkorswim paper trading
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60"Is that what they call it here?"
This article uses a name that is purely conjectural, and not approved by Build A Boat For Treasure developers.

Water

Ability

Damage the player, move the boat forward

Water is a main feature in the game. Its main purpose is to move the player's boat through the Stages and towards the Treasure. If the player were to touch the river's water, it will damage and eventually kill them. Water that appears in the building space when launching the boat and the lighter colored water near the Treasure, will not deal damage unless the player moves on the water outside the Building Space.

Beneath the water is a platform of Sand. When the player touches the water, the player will sink down slightly and start to take damage.

Water does approximately 20 damage per second to the player. It can also be replaced by Lava in the Lava Stage. The water will make the player's legs sink down slightly if walked on. Some Stages change the water's texture or color, such as the Bowling Stage and Orchestra Stage.

Trivia

  • While water in Build A Boat For Treasure was visually designed to replicate real-life water, the ROBLOX texture used for it is actually sand colored blue.
  • In an earlier update, the Levitation animation pack from the ROBLOX catalog would cause the player to hover over the water, and not take damage as a result. This was later patched in an update, of which the update in specific is unknown.
  • There are ways to avoid damage dealt by water, such as constantly jumping or being in a laggy server.
  • The RGB color of the water is: 0,118, 204.
Sours: https://build-a-boat-for-treasure.fandom.com/wiki/Water

SurfaceAppearance

SurfaceAppearance objects allow you to override the appearance of a MeshPart with advanced graphics options. Most notably, a SurfaceAppearance can apply a set of PBR textures to a mesh.

PBR is short for Physically Based Rendering, which refers to a common texture format for defining extra physical details in games. Because this format is widely used, it’s easy to take meshes and textures made in 3rd party editing software and import them into Roblox. It’s also easy to find PBR format content from various 3rd party stores such as SketchFab, TurboSquid, CGTrader.

Here is a mesh with PBR textures found on Turbosquid imported into Roblox.

Fantasy Sword

SurfaceAppearance’s AlphaMode property can also be to improve the look of partially transparent textures on MeshParts by fixing various sorting issues.

Fantasy Sword

How a MeshPart with a SurfaceAppearance looks to users depends on their device and their graphics quality level. You may want to preview your content with different quality level settings.

Note: Most SurfaceAppearance properties cannot be modified by scripts in-game. This is because the Roblox engine needs to do some pre-processing to display a SurfaceAppearance, and this is usually too expensive to perform in-game.

Properties

AlphaMode

Determines how the alpha channel of the ColorMap of a SurfaceAppearance is used.

When SurfaceAppearance.AlphaMode is set to Transparency and the MeshPart.Transparency is set to 0, opaque pixels in the SurfaceAppearance’s ColorMap will render as completely opaque in the 3D scene. This solves various problems for textures with different transparent and opaque areas, such as foliage. When parts of the surface are fully opaque, the Roblox engine can render them with proper depth-based occlusion. Opaque surfaces also generally work better with depth-based effects like DepthOfField, glass and water refraction, and water reflection.

MeshPart.TextureId vs SurfaceAppearance:

Leaves Comparison

Here is an example of a fern color map. Only the pixels on the leaves have full alpha.

Fern ColorMap

Overlay - Overlays the SurfaceAppearance.ColorMap on top of the underlying part color based on the ColorMap’s alpha channel.

Overlay

Transparency - Renders only the ColorMap using the alpha channel for transparency. Areas of the surface where alpha is 0 will appear completely see-through whereas areas where the alpha is 1 will be completely opaque.

Transparency

ColorMap

Determines the color and opacity of the surface. This texture is sometimes called the albedo texture. The alpha channel of this texture controls its opacity, which behaves differently based on the AlphaMode setting.

NormalMap

Modifies the lighting of the surface by adding bumps, dents, cracks, and curves without adding more polygons.

Normal maps are RGB images that modify the surface’s normal vector used for lighting calculations. The R, G, and B channels of the NormalMap correspond to the X, Y, and Z components of the local surface vector respectively, and byte values of 0 and 255 for each channel correspond linearly to normal vector components of -1 and 1.016 respectively. This range is stretched slightly from -1 to 1 so that a byte value of 127 maps to exactly 0. The normal vector’s Z axis is always defined as the direction of the underlying mesh’s normal. A uniform (127,127,255) image translates to a completely flat normal map where the normal is everywhere perpendicular to the mesh surface. This format is called “tangent space” normal maps. Roblox does not support world space or object space normal maps.

Incorrectly flipped normal components can make bumps appear like indents. If you import a normal map and notice the lighting looks off, you may need to invert the G channel of the image. The X and Y axes of the tangent space frame correspond to the X and Y directions in the image after it’s transformed by the mesh UVs. If you view your normal map in an image editor as if it were displayed on a surface, normals pointing towards the right side of the screen should appear more red, and normals pointing towards the top side of your screen should appear more green.

Example Normal Map

The terms “DirectX format” and “OpenGL format” are sometimes used to describe whether the G channel of the normal map is inverted or not. Roblox expects the OpenGL format.

Note: Roblox expects imported meshes to include tangents. Modeling software may also refer to this as “tangent space” information. If you apply a normal map and it does not seem to make any visual difference, you may need to re-export your mesh along with its tangent information from modeling software.

MetalnessMap

Determines which parts of the surface are metal and are non-metal. A metalness map is a grayscale image where black pixels correspond to non-metals and white pixels correspond to metals.

Metals only reflect light the same color as the metal, and they reflect much more light than non-metals. Most materials in the real world can be categorized either metals or non-metals. For this reason, most pixels in a metalness map will be either pure black or pure white. Values in between are typically used to simulate dirt or grunge on top of an underlying metal area.

Here’s an example of a piece of metal with a layer of paint on top. Most paints are non-metallic, so the metalness map is black everywhere except on unpainted metal parts and spots where the paint has chipped away and the underlying metal is visible.

Jetpack

Jetpack Metalness Map

Note: When Lighting.EnvironmentSpecularScale is 0, metalness has no effect. For the most realistic reflections, setting EnvironmentSpecularScale and EnvironmentDiffuseScale to 1, and Ambient and OutdoorAmbient to (0,0,0) is recommended.

RoughnessMap

Determines the apparent roughness across the surface. A roughness map is a grayscale image where black pixels correspond to a maximally smooth surface, and white pixels correspond to a maximally rough surface.

Roughness refers to how much variation the surface has on a very small scale. Reflections on smooth surfaces are sharp and concentrated. Reflections on rough surfaces are more blurry and dispersed.

Sours: https://roblox.github.io/avatar-evolution/surface-appearance.html

Texture roblox water

The latest addition to Roblox materials, Forcefield opens many exciting possibilities to game builders. In such a creative environment, though, a multitude of options can be somewhat overwhelming. But don’t worry, we’ve got you covered.

How to Use Forcefield Material in Roblox

In this article, we’ll show you how to use the new Forcefield material in Roblox in an effective and straightforward manner.

Creating the Forcefield Material

To use Forcefield as a material in Roblox, create a regular brick, set the dimensions and place it where you want. In the Properties tab, under Material, you can change its material to Forcefield. You’ll see the change right away. Right-click on the brick and go to Insert Object, then to SpecialMesh. Now you can change the MeshType to fit your needs – it would be best to start with Brick. Now that you have the object, add a texture to it, and watch the magic happen.

Playing with Textures

You can place any texture on the mesh and watch as it shines and shimmers at random intervals. When using Forcefield, textures will be double-sided. This means that any texture on the inside of the shape will be visible from the outside.

For animated textures, the animation movement is randomized and can’t be changed. However, you can modify the overlay of the texture through the Red component of the RGB channels. Note that animated textures can be made only with custom textures of MeshParts.

how to use forcefield material

Special Effects

Since Forcefield is the third material introduced (after glass and neon) to feature special effects, there are even more options you can play around with.

Fresnel and depth driven transparency makes the edges of the force field visible, which gives a very interesting effect when the Forcefield border goes over another object. If you don’t see this border collision, try changing the color of the Forcefield mesh and increase the quality level. Here’s how to do both:

To change the color of the mesh, simply go to SpecialMesh properties and change the values under VertexColor. You’ll see three numbers – they match Red, Green, and Blue on the RGB channel. Changing those numbers will also change the mesh color, i.e. if 1,1,1 is white, 1,1,2 will be blue.

The quality level is found in the Roblox menu under Settings. You need to switch Graphics Mode to Manual, and after that you’ll be able to change the quality.

Roblox use forcefield material

If you work with 3D modelling applications, you can do even more with Forcefields. With vertex alpha driven outlines, you can control the visible borders on the flat parts of the Forcefield. Those are controlled by the alpha channel of the vertex color. As with other textures, you can use vertex color tinting to give the surface a distinct “shine”.

What Can You Use Forcefields for?

First of all, like the name says, you can put forcefields up. If you’re making a sci-fi or fantasy-based environment, give it that special feel with some custom textures. The fun is in making it look just like you imagined it – finding that perfect texture pattern and color might take some time, but the result will probably be awesome.

If you use different meshes, you can also make beautiful stand-alone objects like clouds and ambient lights, or something strange like a vortex or a colorful rift in space-time.

Also, Forcefield material can make any surface look gorgeous if you use it to make color gradients. Take a surface of any color and layer a different colored Forcefield on top. Experiment with changing colors and opacity, and sooner or later you’ll come across a mind-blowing combination.

With the right tweaks, you can make really astounding water surfaces, and even combine Forcefield with Glass material to create water effects.

May the Forcefield Be with You

There are plenty of other ways a Roblox creator can use this new material. Like many other components on the platform, it might take some time to really get to know how it behaves and looks in different environments. From what we’ve seen, the results are absolutely worth the time. Now that you’ve read how to use Forcefield material in Roblox, go ahead and take the advantage of this great material.

Do you use Forcefield in your Roblox sessions? What did you use it for? Tell us in the comments section below!

Sours: https://playerassist.com/roblox-use-forcefield-material/
How to Make Animated Cartoon Water! (Roblox)

In this tutorial we will use terrain and custom particles to create a fountain.

FountainFinished.png

We will start making the fountain by adding the water using terrain tools. Click on the Add button. Move the Size slider all the way to the left, change the shape to cube, turn on Snap to Grid, and change the Material to Water.

FountainTerrainAddSettings.png

Use the Add tool to create a small ring of water.

FountainAddWater.png

Next insert a Part for the base of the fountain. This base should be a little wider than the ring of water. With a small ring like shown above, the base should measure 14 studs by 14 studs. Use the Move tool to center the part at the bottom of the ring of water.

FountainBase.png

Measuring studs is much easier when you use the grid! Click on the View tab and click Show Grid. This will display 4x4 gridlines in the world that you can use to position and measure parts.

Next add 4 parts for the wall of the fountain. Put them along the edges of the part we added earlier. Make sure each part is 2 studs thick and is tall enough to cover the water.

FountainWalls.png

Now add another part to put in the middle of the fountain. We need to make sure it fully covers the hole in the center of the water so make sure it is 4 studs wide and deep.

FountainMiddle.png

At this point we are done with the structure of the fountain. To get rid of the seams between the parts we can use Solid Modeling to fuse all of the parts together. Select all of the parts in the fountain, click on the Model tab and then click Union.

FountainUnion.png

We now need to add the effect of water spraying to the center of the fountain. This will require a special object called a ParticleEmitter. Before we add that though, we need a part for the particles to emit from. Insert a new part and position it at the center of the fountain. In the Model tab use the Surface tool to make the top of this part smooth.

FountainEmitterPart.png

Click on the part we just added, then click on the Model tab, then select ParticleEmitter from the Effects dropdown.

FountainInsertParticleEmitter.png

The part will now start emitting particles:

FountainDefaultParticles.png

The default texture for ParticleEmitters is a star. This can work for certain effects, but doesn't look that great for water. Let's use a custom texture for this emitter. Right click on the following image and select Save image as.... Save the picture on your computer in a place you can easily remember.

Smoke.png

The easiest way to add this texture to our game is to first publish our game. Click on the File menu and select Save to Roblox As... and save your current place to one of your save slots.

Now we can add the texture to the ParticleEmitter. Click on the View tab and open the Explorer and Properties. Select the ParticleEmitter in the Explorer (it will be inside the Part we last inserted).

FountainSelectEmitter.png

In the Properties window find the property called Texture. This is the image used for each of the particles. Click on the Texture property and select Add Image....

FountainAddImage.png

Select the image that you saved before. This will change the particles from stars to smoke.

FountainSmoke.png

Smoke is a better texture to use than stars, but it still doesn't look like water. Lets make some changes to the particle emitter to make the particles look more like a water spray. First, click on the dropdown next to the Color property and change the Start color to a light teal. Also change LightEmission to .5.

FountainColorAndLight.png

We can also change the size of the particles over time. Click on the Size property and then on the ... button that appears in the value. This opens a graph that represents the particle size over time. We want the particles to shrink so drag the right endpoint to the bottom of the graph.

FountainSize.png

We should also make the particles start slightly transparent and fade over time. Click on the Transparency property and then on the ... button that appears in the value. Drag the left endpoint to the middle of the graph, and leave the right endpoint on the bottom.

FountainTransparency.png

The particles now look good, but they don't fall like water. To make the water fall, change Acceleration to 0, -10, 0. We will also make the particles shoot up faster by setting Speed to 15. To make the particles spray outward, change VelocitySpread to 5. To make the particles rotate open the dropdown next to RotSpeed and change Min to -90 and Max to 90.

FountainParticleMovement.png

Lastly, we need to increase the number of particles that are emitted and also decrease how long the particles last. Change Rate to 200 and Lifetime to 4.

FountainParticleEmission.png

We now have a fountain!

FountainFinished.png

Sours: https://sites.google.com/site/robloxwikipediav1/making-a-fountain-medium

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Imageswater Texture - Roblox Png,Water Texture Png

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Sours: https://www.pngaaa.com/detail/2181751


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