In April I announced my intention to develop RoRender v4. Since then I have gotten married, moved, and a bunch of other life things.
But last month, life calmed down and I’ve had some free time to get development underway for the v4. Here is a video of my progress on the UI front end so far. Note, nothing here is final, just thought it would be good to give anyone interested an update on what is going on.
I’m looking for Alpha testers for this application in month or two if you or anyone else reading is interested in Alpha testing hit me up and I’ll get in touch with you once it is ready for Alpha.
For Alpha testers, I want y’all to take the perspective of “I just spent $50 to get access to this software. I just spent all that money and I’m disappointed it does not do xyz… or I spent this much money and I can’t believe that it is this buggy”. Looking for actionable feedback here. RoRender has been both widly used and had pretty abysimal UX. Hopefully this coming version will be a big jump up in functionality and UX.
The image has only been altered by the RoRender program, no other photo editing tools has been used. The first image is what the unedited output would be and pretty similar (other than the water missing) to what the current version of RoRender would spit out.
The image has only been altered by the RoRender program, no other photo editing tools has been used. The first image is what the unedited output would be and pretty similar (other than the water missing) to what the current version of RoRender would spit out.*
And a seperate texture applied to the building overlay layer.
A texture is an additive “effect layer” that can be applied to specific sufaces ie: buildings and water. A user can currently select between 25 textures or choose none at all.
Pretty cool… here are the script(s) fixes to get this rolling with Roblox changes as of today…
--Render (ServerScript), replace Line 166 to:
PhysicsService:RegisterCollisionGroup("RRV3IgnoreTransparentParts");
--ComputePixels (cientScript), replace function get_pixel_color to:
local function get_pixel_color(cf: CFrame): (Vector3, number)
local raycastResult = raycast_ignore_transparent(cf.Position, RayDirection, R_RaycastParams)
if not raycastResult or not raycastResult.Instance or not raycastResult.Instance:IsA("BasePart") then
return Vector3.new(), 0
end
local pixelColor = apply_shade(get_material_color(raycastResult.Instance, raycastResult.Material), raycastResult.Normal)
if ShadowsEnabled then
if SmoothShadowsEnabled then
pixelColor = apply_smooth_shadow(raycastResult.Position, pixelColor)
else
pixelColor = apply_sharp_shadow(raycastResult.Position, pixelColor)
end
end
return pixelColor, 255
end
After you Load the files… You’ll have to manually replace these lines.
With the addition of the EditableImage and EditableMesh classes, there is now a way to calculate textures on a mesh. I made a little demo on texture rendering when it first came out and will definitly include it in the v4 version