Emissive Texture

Hello there! I remembered a roblox game with a reactor core inside of it that somehow had textures with black in them that became emissive.


Imagine something like this, but remove the black from it. The texture itself was regular, but either something in the mesh or properties of it caused it to become emissive and remove the black.
Just wondering how this works and if it would be possible to recreate.

What was there instead of black? Did the black sections animate and become glowing, and the white parts of the mesh stay the same? There’s a few ways you can do this.

  1. Use Decals on your mesh with white blobs and transparent sections (where the black is). Then the blank sections will just render a standard Roblox material beneath. You’d use Neon and tween the colour from black to white.
  2. Use Decals on your mesh again but this time the textured sections will glow; take advantage of a lesser-known rendering quirk by setting the Decal.Color3 to something massive, like [999, 999, 999] (it’s limited to 255 per channel in the colour picker, but you can manually input values or use scripts to set it way above the implied limit.) Anything over 255 will begin to glow.
  3. Hard mode, but extra saucy - use an EditableMesh to simulate perlin noise on your mesh. Set your mesh material to Neon and set the vertex colours from something dark, to something light where you’d like the sections to glow.

The black was removed, turned full transparent.


Ended up figuring it out, you set the transparency of the texture and in studio set the transparency of the mesh to be 0.02 to 0.1.

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