Video summary
How to Make Slash VFX | Roblox Studio
Main summary
Key takeaways
Summary (Slash VFX in Roblox Studio)
The video teaches how to create a wind-themed “Breathing” slash VFX in Roblox Studio. It combines layered ParticleEmitters (textured slash “wisps/specs”), Beam objects (curved glowing arcs), and Meshes/ground wind meshes, then syncs everything to an animation using Lua tweening.
Artistic techniques / creative process shown
Layered VFX construction
- Build a “main slash” look by stacking multiple slash textures (particles) with different:
- sizes
- colors (dark green → brighter yellow-lime accents)
- transparency fade behavior (using transparency keypoints)
- Z-offset layering to prevent z-fighting
- Use texture-driven style by selecting pre-made slash textures that are sharp/broken to match the theme.
- Use several textures (even “spam” acceptable) to make slashes look good without relying on only a few emitters.
Beam-based arc detailing
- Create a curved arc using Beams with a slash texture as the beam material.
- Duplicate beams to make them broken/jagged and more visually complex.
- Hide problematic beam ends by using:
- transparency
- width trimming
- Optionally use tools/plugins (e.g., VFX Forge) to multiply width values instead of manually editing.
Motion / timing via parameter tuning
- Adjust:
- rotation direction/speed
- lifetime
- pulse behavior
- transparency fade
- Tune settings so the slash reads correctly even at very short lifetimes.
- Randomize certain values (like size and rotation) for more natural variation.
Ground impact / wind environment
- Add ground wind particles and shockwave-like flat elements under the slash.
- Add additional atmospheric wind meshes using an attribute-driven mesh script.
Debris / after-effect sparks
- Spawn tiny rock/grass/leaf particles trailing outward, controlling:
- lifetime
- drag/speed
- emission angle
- Use reference creators’ work to match pacing and behavior.
Highlight + flash impacts
- Add a Highlight effect tweened with easing to sell the impact.
- Add quick impact particles synchronized to the flash.
Animation syncing
- Find a key moment in the sword animation and trigger/sync effects accordingly.
- Use Lua scripts to:
- loop emit particle objects at the right counts
- tween beam widths from “start bigger” down to 0 for fade-out
- rotate the beam attachment into the correct orientation
Step-like workflow (as shown)
Main slash setup (particles)
- Attach particles to a part/attachment.
- Set short lifetime (e.g., ~0.2–0.3) and very low speed so it doesn’t fly away (otherwise it may disappear).
- For each slash layer:
- set texture (sharp/broken theme)
- set base color (dark green) and add brighter lime/yellowish variations
- tune rotation speed/direction to face the correct way
- layer using Z offset and different textures
- adjust transparency keypoints, including transparency delay so it doesn’t vanish immediately
Beam arcs
- Create attachments for beam endpoints.
- Add a curved Beam and tune:
- curve size (diameter-related scaling to become circular/semicircular)
- segment count
- rotation to aim along the slash direction
- Duplicate beams and vary:
- textures
- width/curve/scale
- transparency (to cut off unwanted ends)
Organize beams
- Group beams under a “slash group” attachment hierarchy so you can rotate/tween them more easily.
Add spec particles
- Duplicate/add small particle emitters along the slash to create spark/spec behavior.
- Set a wider lifetime range if the slash is looping/flashing.
- Use transparency fade out and optionally quick fade in.
Tween scripting
- Add attributes like emit count, plus beam sizing attributes (width0, width1).
- Use Lua to:
- traverse descendants
- emit particle systems using stored emit counts
- tween beam widths to shrink/fade out
- tween/rotate the beam attachment into the correct CFrame
Ground + wind + secondary effects
- Add ground wind particles (transparent; light emission toggled as preferred).
- Add shockwave-ish flat particle/texture.
- Add smoke/atmospheric elements.
- Use a reusable mesh script for ground wind meshes via attributes (size, neon/transparency, duration).
Highlight + sparks/impacts
- Add a tweened Highlight with circular easing.
- Add very short-lived impact particles, optionally with a second reversed-sized impact.
Debris
- Spawn rocks/leaves/grass particles with tuned drag, speed, lifetime, and emission angle.
- Use reference gameplay/VFX creators to match timing and quantity.
Sword charging variant
- Add/enable a sword-specific wind effect.
- Hide/fade it via a secondary script/tween trigger.
Contributors / creators mentioned
- Sonido Visuals (plugin for slash textures / VFX)
- VFX Suite (mentioned as an alternative plugin)
- VFX Forge (mentioned for beam width editing)
- VFX Forge users/tools (workflow reference)
- Roan (referenced for excellent slash work)
- Hinokami Chronicles (game reference for visual style/patterns)
- Deus / Demon Slayer (style inspiration for green/yellow accents)
- Moon Animator (tool mentioned for animation keyframes)