DISCLAIMER: Do NOT use this in your games! This is intended for learning purposes only
Yes, this is what you think it is. Don’t bash me in the comments, it’s a concept and won’t work out of the box as it requires some setup.
I planned out this idea a week ago and finally decided I might as well go through with it.
Simply put, you upload an image to the locally-hosted webserver, get a UUID, put the UUID into the plugin and choose the SurfaceGUI, and press create. The image will display as pixels on the SurfaceGui.
The purpose of the webserver is to get the color pixels as you literally can’t do this in Roblox (raycasts don’t return color-at-spot-of-contact, etc).
Explained ^
Upload an image
Get the UUID
Put it into the plugin and adjust some settings (the number box means scale, the middle button will set the GUI to the currently selected object in the workspace, and the bottom button makes the image)
You still have to upload the images through moderation to display them. With mine, you don’t. This is why I marked this for “should not be used in games”.
I only imagine if someone managed to store individual image files within a file in a form of a UUID to make a video. Problem is that youll have to request the server for a new frame. Or stream the video from a hosted server to roblox by requesting it every frame. But it all depends on how its done, i would do it in a similar manner but with a reduced resolution of 400-200 pixels for each frame. But idk really, seems like a good way to make a video streaming system for your own game.
Its possible, it could most likely be done with the same way the op has done this, but it would probably be super low resoluion and would be like 10fps
Using the power of my pc and patience. I have managed to render a 1080p image and a 1440p image. (Scripts won’t be open source since it can be abused - can show videos.)
Most of this was done through c++.
1440p
I did make something similar except that I made a python script to parse images and turn them to Lua tables and I would need to embed those inside the game on a modulescript, then a normal script parses the modulescript and renders the image
If you read my post, you’d see this is a proof of concept, not a ready, working-out-of-the-box resource. It also isn’t technically TOS breaking since it is theoretically possible to manually make frames yourself with nothing but Studio to mimic an image.
I’m not trying to control it, naturally, I can’t. I added a disclaimer multiple disclaimers because you obviously shouldn’t use it in your games unless you do want to get banned. In addition, as others have already pointed out, this exists already. Don’t know why you’d pick on the fourth or fifth post of something like this.
Also, if anyone competent spent around thirty minutes trying to do this, they could easily achieve the same result or better.
I like your effort, but using GUIs is a no-go for image renders in roblox. They’re not efficient at all and there’s a limit to how many gui instances can exist on your screen at any given time.
Now as for how to go about it better? BaseParts and color-blending your run-length data into EDIT: less* parts that are longer with averaged color values. Here’s an old screenshot of my renderer (not even hosted locally, it’s just that efficient. It uses JS as a backend.)