Hello Creators,
Last year, we introduced the in-experience Mesh & Image APIs [Studio Beta]. Since then, we’ve been hard at work addressing your feedback to improve the product.
If you have already enabled the Studio Beta by going to the Beta Features window in Studio and enabling the EditableImage and EditableMesh beta you should already have access to the updates in Studio.
While this update is still in Studio Beta, we hope to allow publishing experiences with these APIs in the near future. We are also finalizing the permissions and usage policy around these APIs, which will be announced soon in an upcoming dev forum post. We appreciate your patience as we work through all edge cases / optimizations required to launch this product. With that, let’s dive into the updates!
EditableMesh
updates
Note: If you’ve already saved places that leveraged EditableMesh
APIs from the Studio Beta, you might need to update your scripts since previous scripts may no longer work with this update. Please remember that we are actively working on these APIs and may introduce further breaking changes leading up to the full release.
Split attributes
We’ve updated the API to allow multiple attributes to be stored on a single vertex. For example, if you wanted to get a sharp cube, previously that would require duplicating the corner vertices so that you could get a sharp crease between faces. This would lead to more vertices, and methods like GetAdjacentVertices
and GetAdjacentFaces
wouldn’t work as expected.
But now, we’ve added new API functions that allow you to have split attributes (normals, UV coordinates and colors) at a single vertex. This removes the need for duplicating vertices just to get different attributes at the same location and is especially useful for sharp edges / creases.
The best example to illustrate these changes is to try and procedurally create a simple sharp cube with the EditableMesh
APIs.
With a single normal per vertex (previous) | With split normals on a vertex (Updated API) |
---|---|
24 vertices | 8 vertices |
24 normals | 6 normals |
With the updated API that supports split attributes, you now only need 8 vertices and 6 normals to procedurally create the same cube and its normals. This is a much more intuitive way of dealing with vertex attributes!
Here’s a code snippet that would create the above sharp cube using the previous API and duplicating vertices
Click here to expand
-- Given 4 points, adds 4 vertices and 2 triangles, making a sharp quad
local function addSharpQuad(emesh, pt1, pt2, pt3, pt4)
local v1 = emesh:AddVertex(pt1)
local v2 = emesh:AddVertex(pt2)
local v3 = emesh:AddVertex(pt3)
local v4 = emesh:AddVertex(pt4)
local fid1 = emesh:AddTriangle(vid1, vid2, vid3)
local fid2 = emesh:AddTriangle(vid1, vid3, vid4)
end
-- Makes a cube with creased edges between the sides by duplicating vertices
local function makeSharpCube_duplicateVerts()
local emesh = Instance.new("EditableMesh")
local pt1 = Vector3.new(0, 0, 0)
local pt2 = Vector3.new(1, 0, 0)
local pt3 = Vector3.new(0, 1, 0)
local pt4 = Vector3.new(1, 1, 0)
local pt5 = Vector3.new(0, 0, 1)
local pt6 = Vector3.new(1, 0, 1)
local pt7 = Vector3.new(0, 1, 1)
local pt8 = Vector3.new(1, 1, 1)
addSharpQuad(emesh, pt5, pt6, pt8, pt7) -- front
addSharpQuad(emesh, pt1, pt3, pt4, pt2) -- back
addSharpQuad(emesh, pt1, pt5, pt7, pt3) -- left
addSharpQuad(emesh, pt2, pt4, pt8, pt6) -- right
addSharpQuad(emesh, pt1, pt2, pt6, pt5) -- bottom
addSharpQuad(emesh, pt3, pt7, pt8, pt4) -- top
return emesh
end
And here is equivalent code that is now possible using the updated API:
Click here to expand
-- Given 4 vertex ids, adds a new normal and 2 triangles, making a sharp quad
local function addSharpQuad(emesh, vid0, vid1, vid2, vid3)
-- AddTriangle creates a merged normal per vertex by default.
-- For the sharp cube, we override the default normals with
-- 6 normals - a new normal to use for each side of the cube
local nid = emesh:AddNormal()
local fid1 = emesh:AddTriangle(vid0, vid1, vid2)
emesh:SetFaceNormals(fid1, {nid, nid, nid})
local fid2 = emesh:AddTriangle(vid0, vid2, vid3)
emesh:SetFaceNormals(fid2, {nid, nid, nid})
end
-- Makes a cube with creased edges between the sides by using normal ids
local function makeSharpCube_splitNormals()
local emesh = Instance.new("EditableMesh")
local v1 = emesh:AddVertex(Vector3.new(0, 0, 0))
local v2 = emesh:AddVertex(Vector3.new(1, 0, 0))
local v3 = emesh:AddVertex(Vector3.new(0, 1, 0))
local v4 = emesh:AddVertex(Vector3.new(1, 1, 0))
local v5 = emesh:AddVertex(Vector3.new(0, 0, 1))
local v6 = emesh:AddVertex(Vector3.new(1, 0, 1))
local v7 = emesh:AddVertex(Vector3.new(0, 1, 1))
local v8 = emesh:AddVertex(Vector3.new(1, 1, 1))
addSharpQuad(emesh, v5, v6, v8, v7) -- front
addSharpQuad(emesh, v1, v3, v4, v2) -- back
addSharpQuad(emesh, v1, v5, v7, v3) -- left
addSharpQuad(emesh, v2, v4, v8, v6) -- right
addSharpQuad(emesh, v1, v2, v6, v5) -- bottom
addSharpQuad(emesh, v3, v7, v8, v4) -- top
-- Because we override all of the default normals, we can remove them
emesh:RemoveUnused()
return emesh
end
For more complicated models with sharp edges, like the one below, the difference is even more substantial.
With a single normal per vertex (previous) | With split normals on a vertex (Updated API) |
---|---|
30857 vertices | 7252 vertices |
30857 normals | 6 normals |
Note: You only need 6 normals if the shape above is static. You will need more than 6 normals if you would like the above shape to be deformable.
One big change is that we have more types of stable IDs. In addition to vertex IDs and face IDs, there are now also normal IDs, UV IDs, and color IDs. You can create these manually, as in the sharp cube example, above. Or if you don’t need to have split attributes on a vertex, AddTriangle
will automatically create merged attribute IDs on each vertex.
For example, here is some code that creates a plane with a smooth color gradient, using the color IDs that are created by AddTriangles:
Click here to expand
-- given indices on a plane, produce a vertex color
local function colorForIndices(iu, iv, numU, numV)
return Color3.new(iu/numU, iv/numV, 1)
end
-- create a color plane by setting vertex colors
local function makeColorfulMesh(numU, numV, size)
local emesh = Instance.new("EditableMesh")
-- Add all vertices
local verts = {}
for iu=1,numU do
for iv=1,numV do
verts[iv*numU + iu] = emesh:AddVertex(Vector3.new(iu/numU * size.x, iv/numV * size.y), 0)
end
end
-- Add faces and set colors
for iu=1,numU-1 do
for iv=1,numV-1 do
local v1 = verts[(iu )+(iv )*numU]
local v2 = verts[(iu+1)+(iv )*numU]
local v3 = verts[(iu )+(iv+1)*numU]
local v4 = verts[(iu+1)+(iv+1)*numU]
local t1 = emesh:AddTriangle(v1, v2, v3)
local t2 = emesh:AddTriangle(v2, v4, v3)
if iu == 1 or iv == 1 then
local colorIds = emesh:GetFaceColors(t1)
emesh:SetColor(colorIds[1], colorForIndices(iu , iv , numU, numV)) -- color for v1
emesh:SetColor(colorIds[2], colorForIndices(iu+1, iv , numU, numV)) -- color for v2
emesh:SetColor(colorIds[3], colorForIndices(iu , iv+1, numU, numV)) -- color for v3
end
local colorIds = emesh:GetFaceColors(t2)
emesh:SetColor(colorids[2], colorForIndices(iu+1, iv+1, numU, numV)) -- color for v4
end
end
return emesh
end
Other notable fixes
-
EditableMesh
preview now works underHumanoid
models. “FastCluster” rendering is now supported -
EditableMesh
now works on devices running Mac lower than MacOs 11.0 - Cloning an
EditableMesh
with 0 triangles will no longer cause a crash.
EditableImage
updates
Drawing APIs now support different blending options
The following EditableImage
APIs now support setting the optional ImageCombineType
argument to specify how to blend the pixels:
By setting ImageCombineType
, you can choose between the following blending options:
-
BlendSourceOver
: Uses source over alpha blending (previous behavior), -
Overwrite
: Overrides all pixels -
AlphaBlend
: Uses alpha blending -
Add
: Adds pixel values -
Multiply
: Multiplies pixel values
Here are some examples of using the DrawCircle
API to draw the same circle onto the same background but with the various blend types options selected:
New ReadPixelsBuffer
and WritePixelsBuffer
APIs
We’re adding ReadPixelsBuffer
API, a version of the ReadPixels
API that returns a Luau buffer object. Additionally, we’re adding WritePixelsBuffer
API, a corresponding version of the WritePixels
API which takes a buffer object as an argument. This is much more memory-efficient than the table version of these APIs because each pixel can be represented by 4 bytes in the buffer rather than 4 * 4 byte doubles in the table.
The example below shows a comparison between using ReadPixels
/WritePixels
and ReadPixelsBuffer
/WritePixelsBuffer
. Both sets of APIs will still be available in this Studio Beta but we are considering dropping the ReadPixels
/WritePixels
for the full release. We would love to get specific feedback on performance / memory characteristics as you are trying out both versions of the APIs.
Click here to expand
-- Inverts an EditableImage using the ReadPixels API
local function invertImage(editableImage : EditableImage)
local pixelsArray = editableImage:ReadPixels(Vector2.new(0, 0), editableImage.Size)
local index = 1
for _ = 1, editableImage.Size.X * editableImage.Size.Y do
pixelsArray[index] = 1 - pixelsArray[index]
pixelsArray[index + 1] = 1 - pixelsArray[index + 1]
pixelsArray[index + 2] = 1 - pixelsArray[index + 2]
index = index + 4
end
editableImage:WritePixels(Vector2.new(0, 0), editableImage.Size, pixelsArray)
end
-- Inverts an EditableImage using the ReadPixelsBuffer API which is more memory efficient
local function invertImageBuffer(editableImage : EditableImage)
local pixelsBuffer = editableImage:ReadPixelsBuffer(Vector2.new(0, 0), editableImage.Size)
local index = 0
for _ = 1, editableImage.Size.X * editableImage.Size.Y do
buffer.writeu8(pixelsBuffer, index, 255 - buffer.readu8(pixelsBuffer, index))
buffer.writeu8(pixelsBuffer, index + 1, 255 - buffer.readu8(pixelsBuffer, index + 1))
buffer.writeu8(pixelsBuffer, index + 2, 255 - buffer.readu8(pixelsBuffer, index + 2))
index = index + 4
end
editableImage:WritePixelsBuffer(Vector2.new(0, 0), editableImage.Size, pixelsBuffer)
end
EditableImage
Performance and Memory improvements
EditableImage
is an incredibly powerful API since it gives you direct Lua access to the pixels of a texture. That level of access can result in suboptimal performance and memory overhead if not used carefully.
In this update, we spent a lot of effort squeezing out every bit of performance and optimizing the memory overhead as much as we could within the Engine so you could have the freedom to do more within your scripts. You should notice improved performance especially when using EditableImage
with SurfaceAppearance
instances.
We are continuing to add performance and memory improvements to both the EditableImage
and EditableMesh
APIs over the next few months to prepare for the full release of this API so keep an eye out for those as well.
What’s Next
With these updates to the EditableMesh
and EditableImage
APIs we hope to have addressed some of the major workflow issues that were brought up from the original Studio Beta.
We are still working on a few more API changes to address feedback and other issues. Keep an eye out for these in future updates since they will likely introduce breaking changes to any existing scripts that utilize this Studio Beta:
-
Memory management:
EditableMesh
andEditableImage
objects are very memory-heavy since they give you direct access to vertices and pixels. To ensure using these APIs can scale down to low-end mobile devices with limited memory, we are considering a workflow that will first ensure the device has enough memory overhead before creating a new EditableImage or EditableMesh object when requested. -
Multi-owner references instead of
EditableMesh
/EditableImage
as children: As mentioned in the original Studio Beta post, live-previewing vertex or pixel changes today works by parenting theEditableMesh
/EditableImage
under the instance you want to override. This prevents using the same Editable* data across multiple instances. We are working on a new workflow for previewing Editable* data as well as updating the way multiple instances (MeshPart
,SurfaceAppearance
) reference these asset-like objects with shared ownership.
Do keep an eye out for an upcoming DevForum post that outlines the permissions and usage guidelines that will be in place at launch. We really appreciate all the feedback and excitement around these APIs so far and hope you continue to provide us your valuable insights.
Thanks,
@L3Norm, @TheGamer101, @ContextLost, @FarazTheGreat, @syntezoid, @portenio, @FGmm_r2