please add the ability to write to mipmaps for editableimage, and also texture filtering options are long overdue at this point. In my case I’m using a low-resolution pixel art texture atlas with no padding, which ofc causes bleeding around edges, because of both the mipmaps and the texture filtering mode. Oh and obviously nearest neighbor filtering is needed for pixel art.
Amazing update! Now I will be able to create 2D games that wrap around 3D geometry!
So you’re telling me I can sort of paint meshes??
Custom vehicle liveries for planes, trains and stuff??
Is there a chance that EditableImages could be applied to SurfaceAppearance at some point in the future?
Other than that, this looks great and I cannot wait to see what people do with it!
I’m surprised by the amount of back to back updates roblox did today!
I can’t express what a huge leap forward this is for Roblox development!
The ability to write pixels is already HUGE for things like rendering custom images, performant and quality spritesheets, and 3d or even 2d rendering systems within Roblox!
Editing meshes is also a huge win, things like terrain generation can have significant improvement to their performance, as well as visually look a lot better as developers have complete control over how it looks! Instead of changing a material in the terrain, developers could instead create meshes on the fly and possibly procedurally texture them to have different materials.
You could potentially even simulate damage to meshparts using this, say you’re wearing armor and are struck by a sword in an RPG. Not only could the sword slice through the metal armor in a convincing way, but it could potentially save! Reminding you of your past battles every time you play the game!
If it’s possible to have blank pixels on an editable image, then you can potentially use it for things like shaders. Like outlining a character a certain way for stylization, maybe custom water? etc etc
Lovely update! Keep up the good work! These past few updates have been a huge improvement, even if they’re in a beta still!
oh my god shape keys oh my GOD SHAPE KEYS
I’m going to make Blender in Roblox.
Let’s freaking go! Thank you so much!
Great update! I will definitely looking at what developers do with this
Also, this must be the November update eh?
Its December 1st now… for me at least
who will be the first to make a mirror using this?
I want a mirror, how do I make a mirror??
really cool, I love the reflections
OH MY GOD ITS HERE!!! THANK YOU GUYS SO MUCH!!!
Seriously, I’ve wanted this to be a feature for SO LONG!!! I’m excited to see what’s gonna be made!!
It is impossible to overstate how big of a game changer this is.
Here’s a really simple use case. Unlike SpecialMeshes, MeshParts don’t have a VertexColor property which makes customizing them in-game painful. This has been a feature request for (at least) 6 years now. This is no longer an issue with EditableImages:
I did run into a bug while setting this up. If you parent an EditableImage directly to a MeshPart, it will render black. You have to parent it to a UI instance first (e.g. ImageLabel) and then parent it back to the MeshPart for it to render.
This is exactly what I’ve been waiting for for years. I’ll no longer have to waste my time with wedge triangles and thousands of image labels for something that never changes.
Would be awesome if both editable meshes and images had the ability to reflect a primary editable mesh/image. So you could change the primary instance and have all the secondary ones apply the change without having to listen to Changed and GetPropertyChanged signals. Would allow for a simple way to create animated textures like ones found in Minecraft.
Omg the timing of this is impeccable. I can finally make a rig editor plugin work in Roblox!
EditableImage is such a cool feature, was working on things months before it even officially went into the LIVE channel… For example a real-time 3d engine, n-body simulations, a path tracer and whatever else I could think of in that time.
I really hope EditableImage gets some new API for updating specific pixels, currently using :WritePixels forces every given pixel to change even if it didn’t need to.
Really excited to use this in live games!
I’ve noticed this as well. This has been an issue for quite a while now.
No way! What is it with Roblox this year? From the new RemoteEvent type, buffer library, asset updates and now this?? Sheesh!