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
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]
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:
remove one of the texture map (for example Roughness Map)
plug the same texture back in
wait until the message saying that SurfaceAppearance has been uploaded comes out
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”:
Quick question, if I add for example 100 meshes with surface appearance, will it affect performance heavily? This includes roughness, metalness, normal, and color maps.
Been having issues with SurfaceAppearance ever since the backend update was implemented. I’ve tried the workaround described here on each mesh (with the output confirmation) and published.
However, as you can see here, still only the diffuse textures are loading ingame:
I’m also curious as to whether this process needs to be done with every individual instance of a SurfaceAppearance. There’s thousands of trees across the entire map of different varieties, so this process would be overly time-consuming. Nevertheless, each specific SurfaceAppearance instance I manually updated still aren’t displaying correctly ingame.
I get surface appearance in game, but weird, weird stuff under ViewportFrame/WorldModel. On the left, viewport. On the right, workspace. Same mesh, same SurfaceAppearance.
Yes, it’s showing partial SurfaceAppearance (as the color and normal show up). Metalness and Roughness are nowhere to be found… Is there a fix for this? Am I adopting too early?
But while we’re here, what’s up with this extremely weird camera distortion? They don’t even look like the same mesh!