How To Have Functioning Emissive Textures!

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 ā€œfeatureā€ 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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The solution was to use vertex coloring in blender, which when imported into roblox will transfer and reflect the material used for the mesh. In this case neon.

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Would setting the surface to an emission texture in blender also import similarly? I have a really nice lightsaber blade I was looking to use

As far as I’m aware, no. At this time Roblox does not support anytime of emissive textures. This is the only method I found to use the Emissive texture on roblox; Neon

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I set my decal to [9999, 9999, 9999] and the floor has this extreme bright red reflection for no reason, that starts to fade away slowly and then instantly comes back. Are there any workarounds for this issue?

P/S: I’m using ShadowMap.

Edit: Nvm, it has since changed to this and honestly I don’t think there’s even a workaround lol. At this point I’m just disappointed that Roblox has yet to add emissive texture.

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