SurfaceAppearance Tinting is live in production [Client Beta]

THANK YOU!! Can’t wait to finally not have to have 4000 different textures to change a basic rgb values!!!

11 Likes

I hope this can be added as an option for layered clothing so people don’t have to upload and/or buy 20 colors of the same item separately

11 Likes

This is awesome! Looking forward to it!

8 Likes

Weapons with bloom effect, sounds great.

10 Likes

I’ve waited years for this feature to come out, literally. Thank you very much.

8 Likes

hexadecimal color value is still “HTML” not “HEX”
they should fix it

7 Likes

This was a deliberate decision due to the performance and memory requirements. We see that many Devs want to have emissive maps for SA. I just want to acknowledge that we are aware of this feature requirement.
Emissive maps, color shifting and roughness/specular scalers are the top requests we see for the SA.

13 Likes

Any plans to allow the material of a part to show under
SurfaceAppearance when AlphaMode is set to overlay?

4 Likes

Is there an eta for emmisive maps? Please?

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While we are tracking the request and we see how important it is to the community, at this time we don’t have concrete plans/timeline to announce.

11 Likes

i would say it is really important to us, but i don’t speak for the community. IMO, if this is added, this would be really good for all of us

12 Likes

is there is any chance we will be able to apply multiple texture to one object at once ?
right now if you put 2 surface appearances with different maps one will go on top of the other and the other will be completely invisible.

4 Likes

I’ll happily take emission maps. Thank you.

7 Likes

This is amazing to see, but will we ever get new additions to the Surface Appearance?

By that, I mean adding new maps or even giving us more control over textures themselves, such as adding World-Aligned Textures.

Some handy maps that I would love to see join the SurfaceAppearance are:
• Emissive Maps
• Clear Coat Map
• Ambient Occlusion
• Specular Map
• Cavity Map

But personally, I have seen other developers really want a Subsurface Map that uses Subsurface scattering. This would be useful for realism.

9 Likes

I hope you add Root Motion in animation… This will be a breakthrough for creating realistic animations in ROBLOX. UE5 and Unity already have this feature, I hope it will be here soon!

I would also like to edit the size in the animation

2 Likes

Let’s get more useful updates like these more often

3 Likes

I saw this feature on the documentation and was in awe.
MaterialVars are great due to their color but they don’t work on meshes, because of tiling and uv mapping wasn’t support.
I’m thankful this was added so colormaps can be altered.

2 Likes

We really need a emissive map to be added to the SA. This would help for advanced models/Texture

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I like everyone here want emissive maps to be added, hope this is the next thing you will add

4 Likes

-- May I ask how this impacts performance at all? Why does specifically only this impact performance when every other color input in the engine supports values greater than 1?

-- I’m just getting kind of tired of how difficult it is to do basic visual effects in Roblox because of the forced PBR. Hell I’m not even asking for emissive maps at this point I just want any way to make a model unlit / flat shaded without having to forego textures entirely.