Provide a way to do Layered Texture Masking

As a Roblox developer, it is currently too hard to develop texture-masked entities. With the introduction of EditableImages, the feature itself opens developers up to a wide variety of applicable uses - and in our use case as an example, we’d like to make “infinitely” customizable single-part skinned mesh characters. We want players to be able to customize these characters with any color in a texture and in any which way they please. But a couple of issues get in the way of this:

  1. Texture Masking is impossible - there is no way to layer a color texture on top of a contrast texture, for example. Tangentially, without the ability to layer these textures but keep them separate in data, our ability to compare two colors within the same texture is greatly diminished. It is not feasible to compare a green RGB(96, 248, 96) from another slightly darker green RGB(96, 247, 96) if the shading is baked into the texture itself.

  2. Roblox compresses uploaded textures. This blurs the UV map and eliminates the possibility for defined regioning in a texture. This cannot be done further if Roblox wants to allow this kind of technology to flourish.

If Roblox is able to address this issue, it would improve the platform’s developer experience, because we could allow players to customize their characters’ colors in any way imaginable and it wouldn’t cost much technological difficulty/effort in order to do so.

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Bumping because this would really help, additionally having a Blending Mode parameter also would allow us to achieve pretty nice animated visuals as once you can layer textures the ability to blend the layer pixel data between each other becomes possible.

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