Lighting and Effects

You can create more immersive environments in your experiences by customizing the lighting, adding atmospheric or post-processing effects, and changing the clouds and sky. Roblox also provides particle emitters, beams, and trails for creating special effects such as smoke, lasers, and motion blur.


Roblox includes properties for editing global lighting and local lighting through light objects.

Global Lighting

The Lighting service contains properties that you can adjust to update the global lighting in an experience, such as the Ambient and Brightness properties.

Ambient = [0, 0, 0]
Ambient = [25, 0, 125]
Brightness = 0.5
Brightness = 3.75

Light Sources

Light sources simulate realistic lighting from parts and models, such as lamps, torches, spotlights, and TV screens. By using light sources instead of just general global lighting through the Lighting service, you can create even more detailed and immersive environments.

There are three types of light sources:

  • A PointLight emits light spherically from a single point. This object is ideal for non-directional lights like bulbs, torches, and fireballs.
  • A SpotLight emits light in the shape of a cone with a spherical base. This object is ideal for directional lights like street lamps, flashlights, and headlights.
  • A SurfaceLight emits light from the face of a BasePart. This object is ideal for lighting from TV or computer screens, billboards, and fluorescent panels.
Point Lights
Surface Lights


Beyond global lighting properties, you can refine the look and feel of your experience by customizing atmospheric properties, post-processing effects, and the contents of the sky.

Atmospheric Effects

Atmospheric effects simulate realistic environments by scattering sunlight in unique ways based on properties that control air particles. Using the Atmosphere object in the Lighting service, you can:

Post-Processing Effects

Post-processing effects are customizable filters that allow you to quickly enrich the visuals of your experience. Using the post-processing effect objects in the Lighting service or Camera, you can:

  • Simulate a camera viewing a bright light and exaggerate its glow (bloom).
  • Apply a Gaussian blur to the entirety of your experience or add a blur to parts of your experience that aren't in focus (depth of field).
  • Enhance an environment's appearance to create a specific mood through hue (color correction).
  • Render a halo of light that moves with the sun (sun rays).


By default, the Sky object includes celestial bodies such as a sun, moon, and stars. You can customize these objects, as well as the images used to simulate the sky environment. In addition, you can adjust the the cloud cover, density, and color properties of the Clouds object to render realistic, dynamic clouds that drift slowly across the sky.

Special Effects

You can create special effects by parenting special effect objects to other objects or attachments. The main types of special effect objects are particle emitters, beams, and trails.

Particle Emitter

A particle emitter is an object that emits 2D images (particles) that look and behave for the duration of their lifetime according to the particle emitter's set properties.

Particle properties such as the size, position, and color can change over time to create special effects like sparkles, smoke, and explosions.


A Beam is an object that renders a texture between two Attachment objects Beam.Attachment0 and Beam.Attachment1. By setting beam properties, you can:


A Trail is an object that creates a trail between and behind two Attachment objects Trail.Attachment0 and Trail.Attachment1 that are associated with a part as it moves through a space. Trails can help players visualize movement, such as a sword slashing through the air, projectiles flying to their target, or footprints walking away. By setting trail properties, you can: