none of the staff even responded to this post, it becomes sad that the problem looks unnoticed, although it has gained a lot of feedback from the community
Would be nice to have but is still an emission illusion. We need emissions to emit light like a PointLight
.
just add a pointlight inside of the part
I meant from the areas that the part emits light from. There would need to be some attachments with several point lights.
roblox hellooooo??? its been way too long, this was something i expected to be thrown in shortly after pbr release a few years ago. im gonna assume roblox held off because they planned to add hdr texture support and/or properties to control intensity, but they ended up doing nothing this whole time
Posting here again since today I was once again forced to perform an ugly hack involving overbrightened texture objects that doesnât even work properly to fake an emission map. This is frequently making my development cycle much harder and having this (frankly mundane for any good game engine) feature added will take a lot of work from my back.
The fact that we havenât even heard anything about this feature from official Roblox channels (whether that being an engineer posting something here or otherwise) is the most frustrating part of this all.
iâm quite sure this is the top post on devforum for engine feature request so its not them not seeing this, its them ignoring us
That requires global illumination which is way too expensive to do in real time in Roblox. Best bet you can do is to use baked global illumination/lighting.
Yes, baked global illumination is what I meant.
Bump. This is a must add. (characters)
Bump, I have models that need an emissive map to look right.
roblox really has too many missing features. I donât understand why they work on eccentric features like facial tracking, ai generated animations, when they donât even have the basics down.
Top things I wanna see added are:
- Custom Sprite Sheet particle rows & pillars setting, IE The ability to have a 8x4, 4x5, 5x2, 9x9, etc. (Like Unityâs sprite sheet system)
- Emissive texture maps for Surface Appearence & Material Varients.
- Ability to change textures via a script (For texture settings like Low / Medium / High)
- Adding to the one above this ^
Higher Resolution textures (4K) - Custom shader editor (Blender as reference).
This would be great for making things like cartoon shaders, custom glass shaders & projected images through a shape, IE a reticle seen through a reflex sight. - Extend the API more, allow for more freedom in programming.
At the very least, they could post something like.
âWe are aware of this requestâ
and even better follow that up with
âWe are not interested in adding this at this time.â
or
âThis is something we are interested in adding, but it is not priorityâ
or
âThis is something we are working onâ
bump. there are FAR too many instances where hacky solutions are necessary for something so rudimentary, this one especially.
Bumping this again as I was once again affected by the lack of this relatively standard feature of PBR. I imported a nice spaceship model that had an emissive map bundled in. Space being mostly black, an emissive texture could greatly vary up how the surface of the spaceship looks.
Of course, Roblox sadly has a substandard PBR engine, so this texture is only as useful as a marker of where to manually place lights, reducing the quality of the model overall. The lack of any acknowledgement from Roblox that they are or are not going to be adding this is just salt in the wound at this point.
Giving access to an emission value and having a node based shader creator would be amazing. Something like shader graph in Unity would enable so many different art styles.
This would make roblox games much more diverse and beautiful!
This was mentioned in the AMA, itâs on their long term roadmaps
it really feels like something too important to not be in active development⌠roblox needs normal engine parity