local player=game.Players.LocalPlayer local workspace=game.Workspace local lighting=game.Lighting local RunService=game:GetService("RunService") local camera=workspace.CurrentCamera local LOW_QUALITY=true local VOXEL_SIZE=1.2 local BLUR_INTENSITY=10 local MAX_PARTS=8000 local DISABLE_SHAD=true local FLAT_COLORS=true lighting.GlobalShadows=false lighting.Brightness=0.5 lighting.Ambient=Color3.new(0.4,0.4,0.4) lighting.OutdoorAmbient=Color3.new(0.3,0.3,0.3) lighting.ShadowSoftness=0 lighting.EnvironmentDiffuseScale=0 lighting.EnvironmentSpecularScale=0 lighting.Technology=Enum.Technology.Compatibility for _,light in pairs(lighting:GetChildren())do if light:IsA("Light")then light.Enabled=false end end for _,obj in pairs(workspace:GetDescendants())do if obj:IsA("Light")then obj.Enabled=false end if obj:IsA("Atmosphere")then obj.Enabled=false end if obj:IsA("BloomEffect")or obj:IsA("BlurEffect")or obj:IsA("ColorCorrectionEffect")or obj:IsA("DepthOfFieldEffect")or obj:IsA("SunRaysEffect")then obj.Enabled=false end end for _,obj in pairs(workspace:GetDescendants())do if obj:IsA("BasePart")then obj.Material=Enum.Material.Plastic for _,child in pairs(obj:GetChildren())do if child:IsA("Texture")or child:IsA("Decal")or child:IsA("SurfaceAppearance")then child:Destroy()end end if FLAT_COLORS then obj.Color=Color3.new(math.random(20,80)/100,math.random(20,80)/100,math.random(20,80)/100) end end if obj:IsA("ParticleEmitter")or obj:IsA("Trail")or obj:IsA("Beam")or obj:IsA("Smoke")or obj:IsA("Fire")then obj.Enabled=false obj.Rate=0 end end for _,obj in pairs(workspace:GetDescendants())do if obj:IsA("MeshPart")or obj:IsA("UnionOperation")then obj.RenderFidelity=Enum.RenderFidelity.Performance end if obj:IsA("SpecialMesh")then obj:Destroy()end end local partCount=0 local function potatoVoxel(part) if partCount>MAX_PARTS or part.Parent==player.Character or not LOW_QUALITY then return end partCount+=1 local size=part.Size local cf=part.CFrame local steps=Vector3.new(1,1,1)/VOXEL_SIZE for x=1,math.ceil(size.X*steps.X)do for y=1,math.ceil(size.Y*steps.Y)do for z=1,math.ceil(size.Z*steps.Z)do if partCount>MAX_PARTS then return end local voxel=Instance.new("Part") voxel.Name="PotatoVoxel" voxel.Size=Vector3.new(VOXEL_SIZE,VOXEL_SIZE,VOXEL_SIZE) voxel.Material=Enum.Material.Plastic voxel.Color=part.Color voxel.Anchored=part.Anchored voxel.CanCollide=false voxel.TopSurface=Enum.SurfaceType.SmoothNoOutlines local offset=Vector3.new((x-0.5)*VOXEL_SIZE-size.X/2,(y-0.5)*VOXEL_SIZE-size.Y/2,(z-0.5)*VOXEL_SIZE-size.Z/2) voxel.CFrame=cf+cf:VectorToWorldSpace(offset) voxel.Parent=part.Parent end end end part:Destroy() end spawn(function() for _,part in pairs(workspace:GetDescendants())do if part:IsA("BasePart")and not part.Parent:FindFirstChild("Humanoid")then spawn(function()potatoVoxel(part)end) end wait(0.001) end end) workspace.DescendantAdded:Connect(function(obj) wait(0.05) if obj:IsA("BasePart")then obj.Material=Enum.Material.Plastic obj.CastShadow=false for _,child in pairs(obj:GetChildren())do if child:IsA("Texture")or child:IsA("Decal")then child:Destroy()end end if LOW_QUALITY then spawn(function()potatoVoxel(obj)end)end end end) local blur=Instance.new("BlurEffect") blur.Size=BLUR_INTENSITY blur.Parent=camera local terrain=workspace.Terrain terrain.WaterTransparency=1 terrain.WaterReflectance=0 terrain:Clear()