Colour, value and brightness in effects
How many hues, where black belongs, when white is allowed, and reading the place's bloom before choosing brightness.
2 min read
Colour
- One hue is common for elemental skills (water blue, heal green, fire orange).
- Two analogous hues about 45 to 50 degrees apart (lime with gold) add richness without noise.
- A complementary accent stays small: about 10% of layers.
- Saturated energy, desaturated matter. Rings, flames and beams are saturated; smoke, dust and debris are not.
- Smoke next to fire takes the fire's colour where the fire lights it. Smoke away from fire comes in warm and grey pairs, lit by the scene.
- Lights take the palette too. One PointLight per hue tints the surroundings and sells the colour.
Value: black is a colour
Black layers are 10 to 35% of emitters in good effects. A dark layer behind a bright one is what makes the bright one read as bright.
- The three-value stack on impacts: a colour layer, its black twin slightly behind, and a short white copy in front.
- Stacked copies for an inner gradient: three copies of one flame sheet at different sizes and colours give a hot core without drawing a new texture.
- Glow that cools: one copy at
LightEmission1 that dies first, and one unlit copy that lives longer. - Dark energy: invert it. A black core with coloured edges.
White is a thin shape, not a fill
Pure white is kept for thin, short-lived shapes: rings, flares, wind arcs, crescents. A white fill flattens everything around it.
Brightness
- Read the place's BloomEffect before choosing Brightness. The same value blooms out in one place and looks dull in another.
- Hard cel shapes:
LightEmission0 (or negative) with Brightness 5 to 55. - Glows and halos:
LightEmission1 at Brightness 1 to 6, often below 1. - The white-hot core: one or two front layers at very high Brightness for a single frame or two.
- A Decal's Color3 above 1 is overbright and blooms. Tween it down for a crack that glows and cools.
Lighting influence
LightInfluence 0 keeps a glowing layer at its own colour. Smoke reads better lit by the scene, at 0.35 to 1.
Parts of this guide are adapted from the VFX half of Roqer's
roblox-animation-vfxskill (github.com/S4US/Roqer, MIT licence, TabooHarmony), measured and extended in Studio.