Image resize interpolation option!

We need the ability to resize images on parts too, if we are talking about decals.

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Yes! I would be talking about decals.

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So is this incredibly simple easy feature ever being implemented? Ever?
They added this for GUIs back in 2021, and the entire thread for that announcement was people begging for the same thing to be added to 3D textures, but no dice.

As Grey mentioned, alpha testing would also be really nice, let’s say you’ve got a texture like this:
robloxtex1
Right now, if you put that into Roblox, it looks like this:


But for things like text and foliage, it would be really nice (and also, more performant, since there’s no translucency calculations of any kind) to have this as an option:

It’s honestly baffling how Roblox is a platform where you can instantly spawn a fully-simulated 3D physics object with one line, but yet in 2023 can’t do something as simple as change GL texture modes, or have multiple materials on a part/mesh.

(PS: If alpha testing is added, it would be nice to see a field to change the alpha threshold value, you could make some cool animated effects by tweening it back and forth)

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I forgot about masked alpha being a thing.
It’s a feature in Unreal Engine where you can set alpha blend mode to masked.

This makes it so pixels can only be fully solid or invisible but no in-between.
It is SIGNIFICANTLY cheaper than using standard alpha blending.

It reduces overdraw and other performance issues caused by drawing way too many alpha layers on top of each other.

Roblox literally has NO EXCUSE not to add this, mobile devices can support this without an issue.

In fact it’s an ancient rendering technique that was used before alpha blending existed to make things look semi-transparent (by using a noise or sine wave texture that gave a net/checkerboard pattern, in high density this would make things look semi-see-through).

This rendering method is ESSENTIAL for rendering foliage such as trees, bushes and grass.

Realistic trees in Roblox are currently ABSURDLY expensive to render thanks to overdraw and too many objects with alpha being drawn on top of each other.

To work around this performance issue I’d have to use hand-crafted LODs for trees and disable alpha entirely for trees and bushes that are far away which even with hand-crafted LODs can look a little wonky at best or requires an entire switch of graphics style.

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It’s been 8 years and there is nothing about this being implemented yet?

This was already implemented in the Surface GUI’s, but now the problem is that for some reason this implementation isn’t done on SpecialMesh, MeshParts, Decals and Textures?

If there’s is any engineer that can address this, can we have some response to why’s this STILL not a thing for 4 (and potentially more) of those classes, or just classes that accept images in general?

If this was implemented for Surface GUI’s, why not other image containing classes?

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  1. Years. Later. Roblox. WHAT ARE YOU DOING!!

I need to upscale images for it to sort of look like that, yet, upscaling images makes them a bigger file size, which in turn uploading them onto Roblox means Roblox needs more storage space for the huge sizes of these textures. It can be so much more efficient if they just did it. Devs could take advantage of that. And I’m sure Roblox could too.

Like @nooneisback stated

Having to upload 1024x1024 images to represent 16x16 pixels is unacceptable.

Roblox is one of those platforms that can be so good, but just hate money. And it affects us! This page is a great example of this underlying issue. One upscaled texture is one thing, but a whole game? Gigabytes, when it could’ve been a few megabytes.

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Many years later and this still ain’t a think yet, that’s crazy.
My current work around for this seems to have images be double their normal scale.

Upscaling a 32x32 image up to 64x64 should still give decent looking pixels without making them too blurry and without increasing memory usage by a ridiculous amount.

1024x1024 seems a bit overkill, from what I’ve seen, Roblox texture filter is linear so it interpolates pixels between each other as far as I know and doubling the resolution of your pixel art somewhat solves the blur problem to a degree.

But it’s still very unnecessary that we have to do this.

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Needed this today, was looking for a solution. Just to find out its impossible as of right now.

Does ImageLabel | Documentation - Roblox Creator Hub not satisfy this?

Can you use ImageLabels on a MeshPart?

If you want general texture support, you should’ve directly defined your use-case in your original reply. In the original posting it’s very clear the intention was for 2D elements and sprite based images. So it’s only natural to assume that is what you are backing up here. Defining what you are explicitly wanting from a feature like this helps garner more support for those who may come across your reply and not only that but gives a list of reasons for engineers to work on it.

To answer your question though; yes, you can, it just won’t wrap/project onto the MeshPart itself.

Currently the only way to do this on a meshpart is to subdivide your mesh into a face each pixel and then shrink the UV on each pixel, this is very time consuming, and uses a lot of triangles causing massive lag.

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Reviving this topic because there still has not been a response to it yet and it’s still a problem me and others are running into.

Using pixelated textures on models and parts currently still requires upscaling the image to at least double it’s resolution to reduce it’s blurriness.

Getting clean/sharp pixels still seems almost impossible without ramping up memory usage with high-res upscaled textures.

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It’s insane that this request was made in 2015 and the only thing we’ve got is for GUI Objects.
I know little about how Roblox’s coding structure, but adding a property for nearest interpolation can’t be THAT hard, right?

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We will all have grand kids by the time anyone on the RBX team even thinks of adding this

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From what I can tell, this specific feature request was satisfied with the ImageLabel.ResampleMode property, as it was originally asking for an option for different texture sampling for @PlaceRebuilder’s inventory UI. But, it would be nice if this was also an option for other types of textures like MeshPart.TextureId.

Bump. This will really help with the game’s artstyle.

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bump

please, please, please, please roblox, please

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@Roblox did you know implementing this would save you server storage capacity and therefore valuable cash money? It would definitively make your investors very happy consequently. Convinced yet?

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