Allowing SurfaceGuis to depend on lighting conditions

Currently, SurfaceGuis look exactly the same regardless of the lighting conditions around it. This is useful in some cases, but in cases where we want to display dynamic content (example: custom text on an ID card in a game) on the surfaces of parts, this doesn’t look right at all in dark settings.

For clarification, this is what I mean:
blob.jpg

In this situation, because the part is fully lit, this looks okay, but when the surroundings become darker:
blob.jpg

The SurfaceGui “glows”. I’d like a way to disable this glow and cause the SurfaceGui to also become darker. Ideally, this would be a boolean property on the SurfaceGui instance.

What are your thoughts?

28 Likes

Yes please.

I wouldn’t mind some kind of optional tinting based on the lighting of the adornee’s origin.

Hell, why not all 3D GUIs? Selection Boxes, Lassos, SurfaceGuis! The whole lot!

2 Likes

This would be great.

3 Likes

Always wanted something like this.

I support this idea but it has to be fully optional ; cause some games rely on this glow in the dark !

I don’t really see such a feature being needed, you could just tweak the colors and transparency.

Just noticed this was an old post lmao

Stay tuned

9 Likes

Well, instead of needing to manually account for lighting conditions, nearby lights and so on, this would make it much easier to incorporate 3D UIs into the game world. What about a big SurfaceGui where a nearby light source gradually gets out of range on it? You’d have to make a gradient then.

True. Nice example about the gradients.