Also, if this plugin uses EditableImages or EditableMeshes, those features are so frustratingly limited to ID-verified developers. Iāve heard ID verification is also required to buy plugins (for whatever reason), so unverified users wouldnāt be able to take transparent pictures of anythingā¦
( I really wish Roblox didnāt make that mistake, as I would definitely consider buying this plugin and using it for character pose images if it didnāt require the ID that I donāt have on-hand for now just to take better pictures with transparency.)
Ohā¦ Can this plugin take images that are larger than the userās screen? At the moment, I (ab)use the device emulator to take 4K and larger screenshots on my 1080p display.
You donāt need to be ID verified to use this plugin. The limitations youāre refering to for EditableImages or EditableMeshes are only for published experiences, not plugins.
Regarding the device emulator. You technically could take an image larger than 1024 x 1024, you just canāt crop it. Perhaps in a future update I will support a special case where the full emulator resolution can be used instead of the viewport capture tool.
Iāll see if we can support larger than 1024x1024 EditableImages in just studio plugins. There would be some potential drawbacks with this but I donāt think there are any super big blockers and I really like this photobooth plugin so
Oh, well, thatās much better than I was thinking it was.
I have one more question, though. I thought I read users needed an ID to buy plugins with USD (which I ranted about after the announcement), but I couldnāt find anything in the help article about the store and DevForum topics that confirms that. Am I misremembering?
If I am, Iām pretty sure I will buy this plugin when I can; I even added it to my bookmarks. āCharacter rendersā with translucent pixels would look so cool!
I am not familiar w/ any limitation on buying stuff requiring the user to be id verified. I think there are a number of non-id verified people here whoāve already bought the plugin tmk.
I managed to get this working by using the emulator to set a specific viewport size. The friction here is obviously worse than if the limit was removed, but fingers crossed nonetheless.
A few things of note:
First,
In its current form the processing is quite slow. I captured this 4K image and it took ~28 seconds.
The breakdown was about 4.4 seconds on the skybox removal, and 23.6 for alpha bleeding . The obvious removal contender here is alpha bleeding, but I think itās super important especially for large resolution images that are going to be scaled down.
The good news is that I have already written some parallel luau code which should speed this up substantially. I canāt easily confirm it though b/c I canāt use parallel luau in plugins quite yet, but very soon.
Edit: I tested my parallel code w/ the plugin debug service and I got the time down to ~ 0.6 seconds for the skybox removal and ~ 1.3 seconds for the alpha bleeding. Mind you this is on a 4K image so smaller ones are even faster.
For comparison the serialized code takes about the same time to do a 1024 x 1024 image currently. Super excited to push this when I can!
Secondly (and more importantly)
I attempted uploading the 4K image using the create asset API and when I tried loading the resulting asset id in, the image was scaled to 1024 x 576. This is understandable as Roblox probably doesnāt want to host a bunch of 4K images, but it does reduce the value of this workaround significantly.
The takeaway is that you can capture above the 1024 x 1024 limit, but you canāt upload to roblox at those resolutions. This would only be a useful feature for users who want to save the resulting image as a png.
I believe we did start storing the full resolution of published images, it may just be the resolution that was loaded back in is at a lower resolution, though.
Incredible work! I am curious, how did you manage to create this. Are you using a custom render engine or is there some sort of technique to screenshot VPFs?
Today, I got my monthly check, so I tried to buy this really cool pluginā¦
ā¦and I could! (Iām so glad plugins donāt require verification like I fearedā¦)
Iāve tested and used the plugin a few times today, and itās just as awesome as I knew it would be! It takes perfect pictures of 3D models with very accurate lighting (so this canāt be using ViewportFrames), and it properly includes translucent surfaces, particles(!), and neon (complete with its translucent glowing edges). Hereās a āgroup photoā of my character (Mary) and my friend @rafa902O15 to show its good quality and render accuracy:
I love this plugin, which will be another commonly used tool in my toolbox plugins toolbar (along with Moon Animator 2 and Camera Light, which were used for the image above). I know this sounds like an ad, but I recommend this plugin for anyone wanting to get translucent renders of models in Roblox Studio.
My only complaint is that it can only capture up to a 1024x1024 region in the middle of the viewport, but I donāt know if plugins are allowed to make EditableImages larger than that yet. If that changes, though, this will be perfect.
I seem to have a strangely big interest in drink containers, mainly those with straws, so I've modeled quite a few of them, most made starting in 2022 (with the exception of the Celesti-Nebula cup near the right side here). This image shows translucent and glossy surfaces (straws), the former being impossible to capture using my previous method, using the Magic Wand tool to remove a solid background color from a screenshot.
Speaking of *wands*, here's my cute star-shaped one! Although I didn't time this capture well, the sparkles eminating from its tip were included; This answered one of my questions, whether Photobooth could take pictures of particles.
I have a working version that allows you to exceed that limit by capturing the full viewport instead of a cropped area. You can use this mode in conjunction with the emulator to create any size capture (even 4K if you desire).
I have a few qualms about releasing this though.
The larger the image the slower the processing. I have written some parallel luau code to speed up this process significantly (and it works amazing!) however, using parallel luau in published plugins is currently broken (roblox said it will be fixed in the next update or two though)
The UX here is a bit janky. Without going into a lot of details, using photobooth and the emulator only works when you capture at actual resolution. Communicating that to the user is very difficult as afaik thereās no way to detect when/if the player is using an actual resolution emulated device.
The method itself for exceeding 1024 x 1024 is not something I can guarntee will continue to work as roblox may choose to patch it. Having official support for this so this feature doesnāt get rug pulled would be way better.
I purchased it today and while I am still figuring out what will be the best workflow for me utilizing it, I already know that I am going to save hundreds of hours going forward. Gone are the days of putting a greenscreen as the skybox, and needing to use a third party editor to make the image perfect. This plugin does it all.
Thank you for all the time you spent developing this! A real game changer!
At first, this plugin might seem āuselessā since, sure, you can take screenshots like youāre suggesting, but thereās one thing regular screenshots will never capture properly: translucent (semi-transparent) pixels and objects. Take this cute cup model I made a few years ago, for example:
I used my old method for this image; I used the Device Emulator to take a 4K screenshot of the model, then used Photoshop to remove its background color. While this kind of worked, the cup itself now looks inaccurate, as itās usually translucent.
If anything, this is the main reason why I think anyone saving renders of Roblox models needs to buy Photobooth; When I used it to take a picture of the same cup with the exact same lighting, it captured this much more accurate image:
So yeah, screenshots and, Device Emulator, and green screens wonāt create as nice images as this plugin. If a later version supports larger captures, Iāll never go back to that inferior, older style for object/character renders.
Speaking of thatā¦
Even with the things EgoMoose pointed out below the section I quoted here, I still think that update would be great! Iām used to switching to āactual resolutionā in Device Emulator so I would do that before capturing images larger than 1024Ć1024, anyways.
I donāt mind questions / constructive feedback about the plugin, but this just comes off as passive aggressive which I donāt appreciate.
Photobooth differentiates itself from the standard screenshot button in a number of ways:
It captures as an editable image which can be used directly in game whereas the screenshot button saves directly as a png to your filesystem.
As Mary pointed out it removes the background of images for you. This saves a lot of time and effort such that userās donāt have to greenscreen their captures and manually edit out the background.
The plugin offers bindings which allow you to capture via code. This allows you to write scripts that will capture multiple images without the user having to line up every camera angle and move every model etc.
It can be used in conjunction with other lighting effects for useful effects. For example, using a color correction with brightness set to 1 and the blur effect will capture a blurred mask image. This can be used for things like drop shadows:
It can capture UI elements directly. This allows users to do stuff like take a text-label and convert it into a decal which allows for surface wrapping (something a surface gui doesnāt do)
This list is not exhaustive, but my point is that this plugin offers a lot over the standard screenshot button.
Yes you can! There is a textbox on the bottom where you can type in the specific size you want. I would recommend 512x512 instead of 522x522 though. Its definitely worth your money.