Are you planning on making a lite version of this plugin? (with some features missing ofc)
At the moment, no. Maintaining a seperate feature removed version is a fair bit of extra work for me. I also donāt think a lite version would be very valuable as I would have to remove all the features that make this plugin worthwhile else nobody would buy the paid version.
First plugin iāve ever spent money on, great stuff
I see in the limitations that ForceField does not work, but it seems like it actually does:
(I assume it wouldnāt work if you used the animated texture thing?)
Glass does NOT work though, which is a huge bummer:
Can this be fixed somehow? Not sure about specifics on how this works, so I donāt know if there is anything you can do about this
EDIT: Oh, itās because billboard guis are used for the fake skybox, and you canāt see them through glass. Duh. I guess itās not fixable then?
Good info! Thanks!
Re: Forcefields
Yep, itās more about the animated texture than it is the material itself. If there was a way to freeze the animation then itād be possible.
Re: Glass
As you correctly pointed out in your edit this is related to the billboard gui. I may be able to find an alternative, but I canāt promise anything.
Maybe neon parts could work? Finding a correct color to not actually make the part glow would probably be difficult though.
On another note, I found that using an emulator thatās larger than 960 pixels seems to break the plugin:
It works fine on my custom emulator (960 x 540), but it does not work on (for instance) a Samsung GT-N5110 (961 x 600)
I canāt seem to reproduce on my end. Two questions:
- Are you using fit to window, physical size, or actual resolution?
- What is your OS scale? (Gallery > Settings > OS scale)
Also, I added the glass bug to the limitations list.
It breaks on both Fit to window and Physical Size. (Which is kinda my mistake really, you are supposed to use Actual resolution to get an actual higher resolution viewport)
OS scale is listed as 1, 1
in plugin settings, but I found that refreshing it while using the emulator fixes the issue.
Yep, thatās what I suspected was the issue.
Using anything but actual resolution will impact your os scale which will cause problems. Iāll make note of that in the main pist, but otherwise this is behavior Iām aware of and not something I can fix b/c calculating the OS scale is slow. If only Roblox let us read it directly!
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.
Been looking forward to this for ages!
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
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.