Emission map support on SurfaceAppearances

Bump. Emission maps now! I’ve yet to meet a single soul that is playing roblox becuase of it’s quality. This feature has been available on other engines for over 2 decades!

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SUPER BUMP
Been needing this for a very, very long time now.

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iwantitnow

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bump bump bump bump bump bump bump bump bump bump

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why do we have facial tracking but no emission maps1!1!!!

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I would like to see emission maps implemented as well. It’s been two years since this was first requested. In that time, we have various new features, some of which in my opinion, are mostly useless and Roblox development resources could have been better utilized elsewhere, like implementing this feature.

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Spent 4 hours yesterday hacking together a system using lights to attempt to create an effect like this, works but barely, so annoying that I had to spend hours on something that should had been a drag and drop feature.

It’s worth noting that these ‘tricks’ also don’t work if there is a humanoid present in the model, making it impossible to use these tricks on player characters. In fact, characters clamp all RGB values that expand beyond 255,255,255 with the exception of neon.

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Weird that they won’t implement this, even if they have emission in the lava material.

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There may be some sort of technical issue as to why they don’t implement this. I wish that someone from Roblox would chime in on this. There’s other features that people have been requesting for years but they seem to have fallen on deaf ears.

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You can work around this by increasing bloom and metalness on that area.

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You can also try using a Alpha SurfaceAppearance for this and duplicate the mesh as Neon Material under it. You would have to inset it in blender I think or Roblox will do it for you since it’s an Alpha.

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I doubt there is any technical issue, if it’s there on lava it can be added on MeshParts because terrain still uses triangles.

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Yes!! Let’s make a very high triangle model 100x more difficult to have emission because Roblox refuses to add a simple feature :(((

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Roblox terrain still uses a ton of traingles, mesh complexity doesn’t matter because you can have all kind of terrain complexity and the emission map still shows. The only way to get emmission maps is by using work arounds such as Alpha PBR + Neon, SurfaceGui + Brightness and Decal + Color3 Clamp.

You do realize emission is already present in the engine right? Neon is literally a emissive material that instead of taking a texture sample as the input in its HLSL shader uses a color value :exploding_head:. Now they just need to make the engine support a texture sample on surface appearances and your done.

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I have seen it done artificially, but I couldn’t figure out how.

I also really really want this feature.

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You can replicate an emission map using normal Textures but as of now there is no way to add emissive textures to a complex shape that isn’t a flat surface. Definitely in favour of adding Emission maps to SurfaceAppearances

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FWIW The issue probably involves memory and network bandwidth. It’s probably not entirely trivial. I remember hearing that even just the idea of adding a string property to BasePart is a big deal, with this we’re dealing with images which are much larger and have other challenges involved.

I’m all for emission maps. Quite frankly I don’t remember posting that, sorry if you interpreted it wrong.

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What do you mean bandwidth? All I need is for the server to send me the Emission map and let me computer render it. The same way Roblox renders it on Terrain can be used to render it on Meshes or MaterialVariants.