PC Info: Windows 10, 22H2(if im not mistaken) Impact: High Frequency: Always Date first experienced: 13 september, '22 Date Last Experienced: 30 may, '23
Reproduction steps:
Pick any mesh that doesn’t have SurfaceAppearance from the toolbox.
Insert SurfaceAppearance into the part and fill in your generated/non-generated NormalMap ImageID
The part has broken NormalMap unless inside a humanoid or if the model is imported by you
Expected behavior: NormalMap should work no matter what the mesh is Actual behavior: self explanatory, it doesn’t “apply” the NormalMap unless the mesh is imported/the humanoid is in a model with the mesh
SurfaceAppearance wraps according to the UV map on the mesh, which is why it might be wrapping weirdly. That doesn’t explain why adding a humanoid addresses the issue though
i dont have the original mesh and file. although it works with any mesh and texture, so heres a quick place i made, i just googled a random mesh and added surfaceappearance to it, just look at it
Putting a Humanoid under objects to get them to render differently is not intended behaviour; is there a reason you need it to work well with random meshes?
sometimes yes, but now i am using an empty MeshId which uses a glasslens texture, which breaks after being in a viewmodel with a humanoid in it. either way, it shouldn’t happen even if i wouldn’t need to use random meshes sometimes.
full 1 year later(only several days from an actual full year but counting only months its been a full year), and this is still an issue.
had to bump it because it still happens everytime without any change.