I have a Transparency = 1 MeshPart that is UV mapped for a texture. This texture has a transparent gradient on it. Is there currently a way to apply this texture to the MeshPart? The problem is that because the MeshPart is Transparency 1, the texture is also invisible. I’ve tried messing with different transparency values and surfaceappearance. Also, I can’t use a SpecialMesh in place of the MeshPart, because it’s a skinned MeshPart.
Maybe there is some Surface Appearance trickery I’m missing or maybe there’s a modifier for the mesh in blender that I’m not aware of? Ik this type of problem has existed for some time, but I felt maybe there has been some updates since surface appearance came around. Thanks
Texture instances don’t UV map though like the texture ID
there may be better methods out there, but this is how we did it
mushroom setup in blender, the texture makes the top mesh transparent:
then in roblox, I would import them as separate parts, then set the top part transparency as any value between 0.1 to 0.9. 1 makes it invisible like you said, 0 makes it all white for some reason, and any value in between makes it work.
Final outcome in roblox:
We tried using SurfaceAppearance, it works but the rendered edges are way too fuzzy, so we reverted to this method.
If I’m understanding your question right… Yes, you can do this using SurfaceAppearance!
Your mesh’s transparency doesn’t have to me set to 1, just simply add a SurfaceAppearance, insert your Texture into the ColorMap, and set AlphaMode to Transparency instead of Overlay.
Left mesh’s SurfaceAppearance is set to Overlay, as the right mesh is using Transparency!
The issue with these solutions is that these are not transparent gradients. I’m able to apply images that have ‘holes’ in them, but any pixels that are under 100% or over 0%, won’t register their correct transparency. It’s either fully apparent or fully transparent! Roblox doesn’t seem to support any type of inbetween transparency like for a gradient, for meshes…
I suppose so, I somewhat came across that issue when trying to make ghosts.
Seems Roblox doesn’t support gradients. Looks more like a posterize filter as Roblox doesn’t seem to get the transparency exactly right. It looks more transparent in Low graphics too!
If you restrict the number of transparency levels you can easily split a model into parts and set a different transparency percentage for each of those parts. Importing as an Fbx ensures your model stays assembled.