Yes, pretty much like that, but with some ever so slight shadowing
Check this out [Studio Beta] UIStroke Improvements: Scaling, Offsets, and More! you can add a uigradient to a uistroke as well but wish they would add radial gradients or some kind of gradient that would fit the shape of the parent.
This is so cool, I can do alot of things with this. When is it coming to ugc too though? Would love to make magical ugc with this for glowing details
it wont cast light onto surrounding geometry, all it does is just glow.
This is an amazing step forward! …But. i think the way you guys have approached adding it is not in the best interest.
It’s adding together both the base color and the emissive mask together to make a glow. Now that on paper sounds good right? but it limits what can be done. I can’t make a black window and make it glow because part of the texture are pure black. I think if these problems are addressed it can make it near perfect.
You can fix this by adding a separate layer ontop of the regular texture and make it a unlit texture that glows. You could even add a separate option to make it multiply onto the basecolor like it does in the current beta for those who like it.
By the way i forgot to mention but the photo i attached shows 2 of the same models with different base colors. I set one to be purely black and the other to remain with it’s base color.
I had just been thinking about emissive maps out of the blue today, this is like an early christmas gift.
Who made Roblox collab with CD PROJEKT RED?
Jokes aside, best beta feature this year.
Can you guys fix the colormap interfering with the emissivemaps it’s really annoying and frustrating. Add a option where we can make glowing parts only in emissivemaps and not intefere with any other layer because you can’t make the emissive color dark colors or anything such as dark blue it’s impossible because if you do the white from the colormap it’s still there so it just turns bright. Please fix this or add a option for emissivemaps to ignore colormap.
Because I literally can’t make my Emissivemap dark colors such as dark green, dark blue it just appears bright.
A lot of people are asking for this and I feel like if we can’t make dark colors such as dark blue then this update is honestly pointless.
The only way which I don’t even know if it’ll work. Most likely won’t but it’s a thought if all the parts you want to be affected by the emissivemap you make transparent in every single map and just have the glowing parts in emissivemap therefore you can not be annoyed with colormap but like I’ve said I don’t even know if this works. Most likely probably not just please fix this roblox I want to be able to make my emissive maps dark colors too, not just bright. If I change it to a dark color because of the colormap it changes the dark blue into a bright blue.
The only way to do this is just keep emissivecolor white and change the surfaceappearance color to whatever you want. But that seems inconvenient, roblox.
I would say that I’m happy but I genuinely don’t know how to feel after seeing this:
On the left side is the new emissive map, and on the right side is a custom solution I implemented using a SpecialMesh with a high VertexColor. For some reason the new emissive maps have a noticeable quality issue, as it appears that multiple pixels just aren’t lighting up (primarily the green lights).
I hope this will get “fixed,” but I don’t even know if it’s intended or not… The source image definitely does not have these “missing pixels” as the exact same texture is being used in my custom solution.
I LOVE EMISSIVES!
Finally studio gets a pretty good feature this year. The only thing I really have a complaint about is colortint truly being “tint” and not just straight up a solid colormap of it’s own separate from the base surfaceappearance color, it makes some emissive colors pretty challenging to achieve efficiently.
No offense, but I am talking about UIShadow/UIGlow, I already knew that existed; that is why I mentioned using multiple UIStrokes to imitate a Shadow/Glow effect.
cool but when vertex and fragment shaders
This was such a long time coming. Thank you God.
This update is great!
Another good feature would be interpolation modes for surface appearances decals and materials, it’s hard to achieve good pixel art on these without upscaling your images by a ton, nearest neighbor interpolation mode would be GREAT for this!
Hard agree on having a way to change the resampling mode.
I’m assuming that there’s a technical reason shader-wise that they can’t allow switching from linear filtering to nearest, but I really, really need that.
It’s especially a pain point for smaller textures (talking a color palette with colors that are 1x1) since the textures apparently get quarter-res’d from my testing, as I had to upscale my color palette to 4x its initial resolution to not have the colors squashed together. Extremely annoying.
Looks Amazing !!
Is that permanent on the robot while it moves about ?
After trying out the feature, it unfortunately does not work for my use case.
I would like to make the black parts of my mesh unlit. Like how neon works, I want to be able to have certain parts of a texture unaffected by lighting.
However, this is not how emission maps work. Even with a proper mask and either low or high emissive strength, completely black pixels will work exactly as if the mesh didn’t have a mask.
I think one of the biggest use cases for a neon-like system is being able to have colors/texture ignore lighting (i.e for a cell shaded-like effect). This is currently only able to be done by combining multiple meshes/parts (i.e having a neon mesh under a textured mesh) which is both limiting and inefficient.
I also think it would be intuitive for this to support that. We already have a mask, if someone doesn’t want the black parts of their texture to be unlit, then they can just not include that in the mask.
The existing capabilities of emissives are cool, but I would greatly appreciate if the above use case would be added to the existing capabilities.
Below is an example of an unlit material (neon)






