I’m working on sweating physics simulation for my project. In doing so I’ve discovered that since the release of Makeup the reflectance is broken on MeshPart heads. in this example all the parts of the body have the same material and Reflectance. They are using regular TextureID’s instead of surface appearance to support the body coloring capabilities of the humanoid. Before the update introducing Makeup the head would render reflectance properly.
On a side note, Textures are broken on MeshPart heads since the Makeup update as well. They function as regular decals on MeshPart heads. On the other parts of the body the behavior works as intended.
This sounds more like a rendering regression with MeshPart heads than an issue with your setup, especially if the exact same material/Reflectance values work correctly on the other body parts.
I’d recommend filing this as a Bug Report and including a minimal repro place/file. Make sure to show:
A MeshPart head and another MeshPart using the same Material, TextureID, and Reflectance.
Reflectance at 0, 0.02, and something much higher like 0.5.
The TextureID behavior on the head versus the other body parts.
Screenshots/video showing the behavior before/after if you have them.
I’d also mention specifically that this started with the Makeup update. If 0 works normally but anything >= 0.02 immediately produces the same result regardless of how much higher you set it, that sounds like something Roblox should investigate internally.
The TextureID behaving like a decal specifically on MeshPart heads is probably worth including in the same report since both issues appeared with the same update.
Yes on a related note here is my other bug report for Textures not working on MeshPart heads anymore since the introduction of WrapTextureTransfer and Makeup. They appear as normal decals regardless of StudsPerTile. It has made my animated textures just appear as the entire tilesheet meanwhile all other instances are not broken.