Bloom
A Bloom emitter adds a glow to the view for a moment: a spell that discharges, a blast, a power-up. It is made by transforming a BloomEffect. Each emit makes one bloom, a temporary duplicate of the original, and three graphs shape it over its life.
What it makes possible:
- A glow that flares with a blast. Emit
1, Lifetime0.4, an Intensity graph from 1 to 0. - A glow that spreads as it fades. A Size graph from 10 to 40, with an Intensity graph from 1 to 0.
- A pulse while a weapon charges. Mode
Animate, Loop on, an Intensity graph of 0.2, 0.8, 0.2. A script raises Timescale to speed the pulse up. - A glow that holds after a power-up. Mode
Animate, Loop off, an Intensity graph from 0 to 0.8, Linger2.
A Bloom emitter is fired, combined and nested as a Blur emitter is. The Blur page describes that shared behaviour in full. This page gives the rows.
At a glance
Section titled “At a glance”| Made from | A BloomEffect |
| One particle is | One bloom |
| Emit count starts at | 1 |
| Modes | Emit and Animate |
| Sections | Emission, Appearance, Events, Advanced |
| Not present | Spawn, Motion and Link. A bloom has no place in the world. |
The Emit count starts at 1. A new Bloom emitter plays once at the first press of the Emit button.
Transform
Section titled “Transform”Transform switches the original BloomEffect off. It keeps the effect’s Intensity, Size and Threshold as level graphs.
The original stays off. Each emit makes a duplicate, switches it on, and removes it when its life ends. See What an emit does.
Emission
Section titled “Emission”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Mode | List | Emit | Emit or Animate. See Emit against Animate. | |
| Loop | Switch | Off | Shown in Animate mode. Repeats the cycle until switched off. Switching it on starts a cycle at once. | |
| Enabled | Switch | Off | Shown in Emit mode. Makes blooms at the Rate until switched off. | |
| Rate | Number | 10 | Blooms per second | How many blooms are made each second while Enabled is on, or during a Duration. |
| Lifetime | Two numbers | 1 | Seconds | How long each bloom lasts. Each picks a value between the two. |
| Linger | Number | 0 | Seconds | After its life ends, the bloom stays at its last values for this long. |
| Timescale | Graph | 1 | The speed of the bloom’s own clock. |
The Rate row stays on show in Animate mode. Animate mode does not use it.
Emission and the HUD describes the shared rows in full.
Appearance
Section titled “Appearance”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Intensity | Graph | The BloomEffect’s own Intensity | The strength of the glow, over the life of the bloom. | |
| Size | Graph | The BloomEffect’s own Size | How far the glow spreads, over the life of the bloom. | |
| Threshold | Graph | The BloomEffect’s own Threshold | The brightness cut-off of the glow, over the life of the bloom. |
The box of a graph row takes one number, or two numbers as lo, hi. Two numbers give each bloom one value between them for its whole life. The ⋯ button opens the graph editor.
On all three rows a keypoint below 0 is kept as 0. A random spread larger than the value is cut down to the value.
The plugin sets no upper limit on the three rows. Roblox applies its own.
The three graphs are read in steps, Anim. Steps times over one Lifetime. The first value of each graph is set before the bloom is switched on.
Events
Section titled “Events”The Events section holds On Emit, On Death and On Destruction. There is no On Hit. See Events.
Advanced
Section titled “Advanced”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Anim. Steps | Number | 100 | How many times the graphs are read over one Lifetime. A value of 0 or less is run as 100. |
| Emit Into | Instance, picked with * | None | Where the duplicate is placed. See Where the screen effect is shown. |
Advanced describes these rows in full.
Shared with Blur
Section titled “Shared with Blur”| Subject | On the Blur page |
|---|---|
| Where the bloom is placed, and who sees it | Where the screen effect is shown |
| How several blooms combine | Several at once |
| One bloom in Animate mode, and Loop | Emit against Animate |
| A Bloom emitter inside another emitter, or fired by an event | Nesting and events |
With the tools
Section titled “With the tools”| Tool | Effect on a Bloom emitter |
|---|---|
| Size | Multiplies the Size graph. |
| Time | Multiplies Rate and divides Lifetime. |
Size and Time describes both tools.
Limits
Section titled “Limits”- No Spawn rows, no Motion rows and no Link.
- In a game, one player sees the bloom: the one whose machine fires it.
- With Enabled on, blooms overlap and stack. For a steady glow, use Mode
Animatewith Loop on. That is one bloom. - Each emitted bloom counts as one particle toward the Particle Cap.