5Scll1
(5Scll)
March 17, 2024, 8:44pm
#1
PBR is awesome, but it’d be quite a bit more useful if we could adjust the color of the ColorMap without having to switch textures.
Currently you can’t have a detailed coat color map for instance, upload it as white, and change the color in game(what if you want the same coat with the same color details - buttons and what not - but yellow?).
I propose SurfaceAppearance.Color, which would just act as a color multiplier the same way decals , shirts/pants, and UI images work. It’d of course just default to Color3(1,1,1)
It’d allow us a lot more freedom for customization in projects that heavy utilize PBR and I know this is a pain point for a lot of devs that want to use this tech in their games.
Hi Developers,
Today, we are introducing a simple yet powerful quality-of-life improvement to the Properties Panel.
The change
When entering a property value in the properties pane, you previously had to type the property value in exactly the right format for the properties panel to accept it, otherwise it would be ignored. Now, the properties panel will do its best to interpret your input rather than giving up.
Here’s a few examples of how an input is interpreted into a sensible value:
Ve…
This. Not only because you can get the old look, but because you can create your own! Only textures behave somewhat like this, and are completely outdated with the new MeshPart and PBR workflow, lacking UV unwrapping compatibility and any of the normal/roughness/color map properties of PBR.
Currently it’s impossible to have full live customizability using PBR, like say if you wanted your players to be able to customize the color of their car, boat, custom avatar, gun, etc. Opening up a custom …
This is a feature developers have wanted for a long while now but Roblox still hasn’t added it to Studio. The only official update about it is that “they’re aware of the request”.
Being able to recolor SurfaceAppearance instances would be useful; At the moment, the only thing you can do relating to changing colors with them is to use the SurfaceAppearance as an overlay texture and make parts of it transparent, which could be recolored by changing the MeshPart’s brick color, but that wouldn’t …
As a Roblox developer, it is impossible to create customizable mesh deformation characters by colouring and layering textures.
I am the owner of a game called Felandia ( [QOL update!!] Felandia - Roblox ). In Felandia, users can customize their character by changing colour, markings, eye type, and more.
[image]
As you can see in this image, the amount of character customization is significant. However, it is impossible to do the same with mesh deformation characters. I believe that it is impo…
As a Roblox developer, it is currently too hard to alter the colour of a texture on a MeshPart, meaning a developer would have to create alternate textures just to differentiate a texture’s colour appearance.
One way to tackle this would be to add similar Color3 properties to MeshParts’ textures, making it increasingly easier to modify meshes with ease on the Roblox engine. An example of this would be to add the Color3 property (similar to a decal or texture) on a MeshPart texture property:
[i…
I believe the argument of “it won’t run well on phones” is largely a conflict of interest between people wanting to profit from (or for) Roblox and people wanting to make highly polished games on Roblox. As a developer for only PC games, why should I care if mobile players can run my game? I can (grumpily) accept such reason for a whole new feature that may require investing into r&d such as projected decals , or, if I’m in a very good mood, letting us use udp instead of tcp , as the engine itself…
Do any of these updates have anything to do with this feature?
Roblox acknowledged this feature request in another thread, hopefully more info comes soon.
I have been asking for this for an extremely long time, hence the desperate title.
As a developer, creating optimized, customizable mesh-deformed characters is currently impossible. Hence, many developers are stuck creating outdated, unoptimized models with split joints to allow the character to possess animations but also to allow the player to customize their character.
[image]
Example: Felandia
However, this modelling method is incredibly unoptimized (there are extra vertices between eac…
does this include adding a SurfaceAppearance.Color property that behaves identically to VertexColor? It is vital functionality, many agree .
On an unrelated note, introducing a ‘Grass’ shader object ( similar to Highlight ) which treats whatever BasePart instance it’s parented to the same way as it treats grass terrain would be really useful as there is no way to efficiently do the effect for custom materials, but that’s just my opinion.
Can we get an update on SurfaceAppearance.Color? This is a day to day pain point for me and many others
https://devforum.roblox.com/t/whats-something-you-wished-was-a-feature/1146925/569
We should make a chain of questions people want to ask here so people are less likely to ask the same thing twice, and give ideas for those who can’t think of one.
The AMA is now was live so crossing out points (or parts of them) that have been asked already
Here’s a few to start with:
Adding SurfaceAppearance.Color , more SurfaceAppearance maps (such as emission maps ), and allowing layering of multiple SurfaceAppearances. Also if and when surface maps will be writable at run-time so Editabl…