Yeh, I didn’t know what it was called.
Material-specific properties would be great. They could be implemented sorta-like the new physical properties.
I know this topic is old, but I really want this. Not only to dim the glow, but increase it, too.
Support a lot!
I would love a neon intensity panel, without having to use lights in bricks. Would save me a lot of development time.
Gonna bump this thread again because it is such a good idea.
Can it be added to the trello?
iirc the way neon works is all neon is rendered to a separate layer which then has a blur applied to it.
Having intensity would mean you would need multiple layers for each intensity, meaning each layer makes the performance cost of neon go up.
It’s possible that we could implement it as opaque in the normal render pass, and then semi-transparent in the neon blur render pass.
I thought that was how it was already implemented?
I mean have the neon intensity property modify the transparency of the neon blur render pass.
Right but that still means you can only have one intensity for your entire scene.
The way I see implementing it is multiple layers (a layer per intensity) but this means multiple fullscreen blur operations have to be performed which makes it harder on the client to render. I’m not sure how much more intense it is.
Edit: Unless you can render each part on the same layer at varying transparencies. Is that what you were suggesting?
Edit2: But that still wouldn’t work. A neon’s intensity is defined by the strength of the blur
I may sound stupid, but can they not apply neon settings like they would for transparency, for example. You can get exact figures for that!
Neon is a post-process effect whereas transparency is rendered with the scene. What do you mean by “Exact figures”?
As in you can get a decimal figure with transparency, it would be cool if you could get it with neon.
And yeah I was thinking my question was a bit stupid
Yes, that is exactly what I was saying could be done… It doesn’t seem possible to adjust blur distance, but it is possible to implement a blur transparency. This would solve most of the cases (from my building experience).
That would have the exact same effect as just changing the part’s transparency if I’m thinking about this properly
Except without having the make the part transparent.
Edit: I’ve had to duplicate parts that I want to tone down the Neon for, so that I could make a semi transparent one.
It really sucks when you double 100 glowing coins in a chest, so that they don’t look like the surface of the sun.
Yes, this is one of the reasons why I wanted this idea!
For my RBXDev office I messed around with lighting properties, and wanted to make a faded light shine through a window, but since I couldn’t use raycasting effects on blocks, I tried using neon. When I tested it, I found it to be really bright, and neon would have been the perfect thing to use.
I thought the OP wanted neon intensity, not a neon transparency. Below is an example of the same thing with two different intensities.
I can definitely see the use for a transparency property though. I agree, many times I’ve had to duplicate parts.
Yes, and you pointed out that it is not performantly smart before I even posted, which is why I suggest this:
i support that idea (: