Thanks for reporting this issue. I have reverted some changes that might cause this, can you please confirm whether its working? Thanks.
Note that this is not related to “Surface Appearance Textures Backend Upgrade”.
cc @Thuliiii
Thanks for reporting this issue. I have reverted some changes that might cause this, can you please confirm whether its working? Thanks.
Note that this is not related to “Surface Appearance Textures Backend Upgrade”.
cc @Thuliiii
While we’re on the topic, is there still no fix for this?(this is on Edit Quality 8)
Here’s edit quality 21:
And up close:
21:
08:
I’m not sure exactly how the Transparency AlphaMode works, but I was reading up on a post here that perhaps can help you guys bring about a fix for this awful alpha blending once and for all. You guys are almost there, but you really shouldn’t write SurfaceAppearance off as completed if this issue isn’t at least fixed. Maybe also add support for bumpmaps? Just a thought.
I’m getting reports from users that my trees are no longer showing. They use SurfaceAppearance with AlphaMode set to Transparency.
I’m seeing some weird black pixilation showing up on Computer.
Is this related?
when will surface appearance be suported in the view port frame?
cause i’ve made an skinned mesh fps arms to work with the view port frame but i cant use surface appearance in view port frame to use normal map and height map into the gloves and gun.
Thanks for the feedback, regarding the black outline, you may want to dilate the rgb channel. Regarding SurfaceAppearance Transparency Alpha Mode, refer to Surface Appearance transparency fuzzing textures - #5.
This has been resolved some time ago.
you want me to make a post abbout the view port frame surface appearance problem?
Is there any chance that 2k resolution textures or more will be allowed? PBR is nice and all but it still looks terrible because of the 1024p limit on textures, especially on larger objects.
Yeah, it’d be great if you can do that, or you can DM me the repro if you want, whichever is easier.
Im having issues when using PBR on my game, since they’re causing huge performance issues, dropping the rendering in some areas to arround 20fps. We know for sure that what is causing the lag is the trees from the nature pack roblox released that we’re using to emulate a small section of a jungle. I’ve tried many things, disabling the shadows from those models, using the LoD options, render fidelity… and none have fixed the issue.
Is to be expected when using alot of pbr models together? Or is it some rendeing issue/bug? Because we really want to use those trees, but the 20fps is just not acceptable
I’ve noticed visual improvements with overlapping PBR meshes with 0-1 transparency. This is a nice improvement, however will there be ways to immediately change intensities, normalcolors, live without the models temporarily disappearing? or anything new in general after the current issues get fixed.
Other than that, great work so far and thank you for being transparent
Speaking from personal experience, that’s strange. Do you have any suspicious scripts in your game?
Nope. Its clearly the trees. Since it slows it down in studio (without going into play/or run) too; and it slows down as soon as they finish loading.
Can also confirm this. (aswell as the city game having lower fps than normal) Issue seems to be with those assets. Why? Im not fully sure
having an issue where surfaceappearances consisting of all 4 maps have normal maps and metalness maps not affecting the surface/not showing up ingame but shows up just fine in studio
surfaceappearance setups consisting of only metalness maps and roughness maps still seems to work just the same both ingame and in studio [refer to the paint of the car seen in the pics]
render quality for both of them are the same at level 21 with graphics mode set to Direct3D11
ingame [alphamode: transparency]
I’m wondering why my base color for my t 34 tank keeps displaying
and when I go and and change the number to another one and then change it back it shows it on the model
different texture:
the t34 base color texture:
Thanks for the report, this is an issue that we are aware of and currently working on. Basically, the SurfaceAppearance object is incorrect state. This look fine in Studio because Studio is generating preview locally even when the state is incorrect but not in Client (game).
The workaround is:
Just a note for everyone else, for any moderation issue you can appeal the moderation decision in: Support - Roblox, make sure to choose the correct category, i.e. “Moderation”, “Appeal Account or Content”: