I got you bro
Could you please let me know when Glass will be compatible with Material Variants? I’m still unable to create a Material Variant for Glass.
is there any chance we world be able to scale the textures?
This is really really cool! I know its a new feature but I seriously hope this eventually will also be made available for Material Variants, this is such a useful feature for materials like brick, tiles or maybe even dead grass patches. I wonder why this was pushed out for just SurfaceAppearance, is there a reason?
This is really cool! But I ran into an issue when converting our atlas, We have an atlas that consists of a colorable part (Which right now is white) and a darker part, we only really want the colorable part to be colorable, this would solve that, however because its a seperate overlay mode, usually we use transparency (because the atlas is overlayed on top of the main texture) and thus this won’t really work for us, Is there anything we can do to make this work with atlasses?
Appreciate it but im not sure how sustainable is having a ton of instances that all do the exact same thing but all with slightly different behavior and feature sets.
We have the Texture instance which let us modify the scale and tiling of the actual images. We have Decals which are just textures but without scaling and tiling. We have ImageLabels which come with a sampling feature along with multiple scaling modes (+ the ability to crop them the way we want technically) and nothing else. We have the SurfaceAppearance instances which are just inferior compared to native roblox textures and the only thing they provide is just super basic pbr capabilities with a color slider and NOTHING else. We have MaterialVariant instances which are SurfaceAppearance instances but without any AlphaModes but let us apply these across multiple parts, come with a tiling scale (more limited than what the Texture instances have) and a tiling pattern option (something Texture instances do not have), while also still being inferior to the native roblox textures.
It’s insane how many different instances we have which all do the exact same thing but with slightly different features. I have to wonder how many more “Image” related instances will come in the future with their own series of slightly different behavior and feature set.
I believe a large chunk of the engine suffers from this issue. One notable example is with the UI instances not exactly being usable anywhere outside of UI. And now sure, it is in their name as to why they cannot be used outside of UI. Surely there has to be a way to more properly unify the behavior of all of these instances, no? Imagine being able to use UIGradients on parts and Textures! The simple ability of using UIGradients on anything else other than raw UI instances would be a game changer for most developers all the while never really implementing any real new features. The same would be for a TON of other instances already present within the engine.
One more only - SurfaceProjection
Everything other is done already.
I disagree with the idea of using UI instances outside of UI related stuff.
However, you make a great point with all of the texturing related instances having no consistent… anything. I think Roblox should make it a priority to close the gap between all of these instances and “unify” everything. There’s no good reason for SurfaceAppearances to not have UV offset/scaling/tiling, or for MaterialVariants to not have TintMask support.
If you think about it, Roblox supports almost every texture related feature we want (aside from a few glaring omissions), but because its spread across a bunch of instances it makes a lot of combinations of features impossible.
roblox pls fix
No no, i dont mean using actual UI instances outside of UI instances. What i mean is being able to utilize features only present in the UI instances for other things like textures and parts! I believe it could be really game changing if those UI instances could be converted in something more general and unified which could let us use them not just for actual UI but for other things too!
-- This is a really nice addition but I thought we couldn’t have any more maps… we’re still waiting on emissive maps.
They haven’t even given material variants transparency. I wouldn’t get your hopes up any time soon.
Appreciate it but please drop this for Material Variants too. And with the idea of updating some bits of surface appearance give us emissive textures on materials and surface appearance too while you’re at it.
They might be working on bringing TinkMask for MaterialVariants while we’re talking.
About EmmissiveMaps, they might not be added in the future .
Despite already being added in the engine, it won’t be released to the public for at least 2-? months.
We definitely need something of the sorts, MaterialVariants have a lot of unused potential (and so does SurfaceAppearance).
Nice try but when for MaterialVariants??
Those people who makes colored structure with custom materials hates when some patterns are unusually tinted without reasons
Edit: I got it to work thanks to another lovely commenter here who explained that alphas are stored separately from colour data and colour data is kept even when there is transparency because of those alpha bits.
Your transparent pixels might be black. (devforum, at least, makes all transparents have black color)
You are REQUIRED to preserve color even for fully transparent pixels. Most softwares use either white or black colors for fully transparent pixels by default, and all you can do is find a way to recolor them, or find another software. I use Paint.net, which is hard to use this way, but possible with some painworks.
In your case, you should have golden/white costume COLOR, and make white parts fully transparent, while KEEPING them white.