How To Have Functioning Emissive Textures!

Man, this will help with a lot of sci-fi builds, thank you :stuck_out_tongue_winking_eye:

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I wanted to see how this behaves compared to the Neon material, and did some comparisons.

TL;DR: They’re the same effect, save for the one difference posted right below.

The only notable difference is that the Neon kinda fades out the part itself, whereas this texture trick just adds a glow but you still see that part.

Left hand is a Neon part, right hand is using these texture hacks.

BloomEffects

Neon is affected by BloomEffects, and wondered if this behaves in the same manner or just similarly.
Yes. They behave identical in this respect.
Raising the Threshold will make the glow fade away, just like the Neon. Changing the Size affects it the same as well, and so on.

Various BloomEffect settings

Graphics Settings

Neon renders differently at different settings, and I wondered if this could be used to ensure a glowing effect is the same for all users. Sadly not. It changes exactly the same as the Neon part.

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How would this work with meshparts, if it does at all?

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As this is a lightning bug for textures lightning overall, if the meshpart does not contain a TextureId and that you are changing values of a imported texture inside the meshpart, then yes.

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This is a thread that deserves more attention. Thank you for bringing this to light - this is a massive help to me and my project.

Doesn’t work if the part/texture is inside a character with a humanoid. Does anyone know a fix for this?

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You could attach a part to the character that’s outside of it’s hierarchy, and utilizing Roblox’s new CanQuery property - have it so the added Part(s) don’t affect raycasts!

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Can you achieve this by doing Color3.new = (9999, 0, 0)?

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Mhm!

This’ll make it glow with a bias to red.

Pun intended? :wink:

Now, this is interesting. One sided neon parts with just one part.

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how could i do it?, kind off torturing my brain learning along with scripting.

How do I get an emmissive texture and a diffuse texture, do I have to make my own?

that is incredibly pretty! I absolutely LOVE how that looks!

How would you apply this effect to a player character? I’ve tried parenting the part to the workspace and welding it to the character from there and it seemed to work in studio but not when I actually play the game.

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Just a heads up, if a texture’s parent/ancestors have a humanoid parented to it, it will fix this trick. You cannot set colors above 255 when a humanoid is present.

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I did some testing and apparently under certain circumstances doing this can cause serious graphical bugs in future lighting

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I haven’t tested this with Future yet, though I believe Compatibility renders this “feature” disabled?

No, it works fine in Compatibility. It’s just Future that has issues. The bug triggers less frequently the lower the color value is.

Does anyone have any hints on how this can be done with a skinned mesh model? The Emissive Texture only works with Decals or Texture Object Both uses faces and not with SurfaceAppearance, Would I have to somehow draw a custom texture for each face?

Roblox does not have Emissive Texture Maps, and I’m pretty sure SurfaceGui’s do not wrap on meshes, so there’s now way to get away with this on a curved surface. If It’s flat surfaces, you can manually make emissive images with SurfaceGui ImageLabels on each spot, or just use Neon Parts.

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