Video summary

How to Make Slash VFX | Roblox Studio

Main summary

Key takeaways

Art and Creativity

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)

Original video