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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 LightEmission 1 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: LightEmission 0 (or negative) with Brightness 5 to 55.
  • Glows and halos: LightEmission 1 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-vfx skill (github.com/S4US/Roqer, MIT licence, TabooHarmony), measured and extended in Studio.