The title says it all. I want to make a MeshPart that is not influenced by light. These are the methods I’ve seen, but none of them work.
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Use a SurfaceGui with no light influence. This would work great for a brick, but any other shape doesn’t work.
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Make a part Neon and use Bloom settings to remove the glow around it. This works for parts, however I want to use this for a textured MeshPart. It also messes up exists Neon parts which I do want more glow.
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Use a ViewportFrame. There are three issues with this, being:
- ViewportFrames overlay on the screen, so parts hidden behind walls have xray from the ViewportFrame.
- This MeshPart will be related to the player’s character, so moving around a Humanoid model in the Workspace as well as a ViewportFrame will be janky.
- Because a (somewhat) complex character model will be rendered in a Viewport, it causes terrible performance and is honestly quite impractical, as the game has to render a character twice.
- Edit Normal Data in Blender. This is probably the closest method I’ve seen so far. It involves making a mesh’s normals copy a plane, so all the lighting is in the same direction. When it works, it works great, However if the parts are rotated, they will darken, and with an animated character, parts will be moving often, leaving dark parts.
Does anyone know of any other methods to making a (Mesh)Part immune to lighting?