Any updates on when this is being added? I need this right now. The life of everyone around me depends on this. My grind is interrupted by this mishap.
In conclusion, I would just like to know when you guys are adding my feature.
Any updates on when this is being added? I need this right now. The life of everyone around me depends on this. My grind is interrupted by this mishap.
In conclusion, I would just like to know when you guys are adding my feature.
Had to jump back to this post after reading about staff’s perspective of feature requests in this update.
I strongly urge someone to up the priority of this feature or provide some more info on whether it’s being worked on. Beyond making development easier, this feature would make monetization of so many games that much easier. It has been requested for over half a decade, and while I understand that some features prove to be highly difficult to implement, I cannot actually think of any other singular feature that would more directly lead to increased income.
Customized cosmetics is lifeblood of successful monetization. This feature would make it that much easier for developers to let players purchase cosmetics in their games.
Someone should’ve asked about this in the recent roadmap Q&A, might’ve got a decent answer.
Does anyone know if this is being worked on?
Want to implement colorable trees for different seasons. Current solution would be to use premade surfaceappearances, and add them in. Causing an instant ‘pop’ effect, but atleast it would work.
Recolorable SurfaceAppearances would make this task trivial. Would even allow us to smoothly fade the color.
After nearly 3 years, there has to be a reason why this hasn’t been implemented yet. Atleast tell us why.
Too much work? Platform support issues?
Settings for normal map strenght, metalness opacity etc. are also pretty cool features.
Here’s a post requesting what is essentially the same feature, made in 2017. This has been in demand for around six years. I firmly believe this feature has gone unacknowledged for far too long. Hopefully we hear something before the end of the year.
I like this idea, but you can already do this by setting the white values of ur image to transparent.
Instead what would be better is a shader editor so that we can do MUCH more with materials.
On materials set to transparent, like tree leaves, it is impossible to use this method.
I did this for for a single asset recently, a recolorable meat. It was a horrid fiddly nightmare balancing all of the painted layers and transparencies properly, and it behaves incorrectly when multiple colors are involved. Never doing it again unless I have to. This is not a solution.
Also we’ll never get to create custom material shaders. There’s too many technical constraints and caveats.
This method becomes very inaccurate and rigid when working with things like skin textures on stylized characters like Roblox’s own “stylized” other packages, shading can become wildly inaccurate resulting in an ashy-looking complexion when you are a shade darker than nougat or peach. Working with transparent textures such as hair and leaves, as mentioned by Fennec, is also impossible unless you work with outdated SpecialMeshes that go under parts. SpecialMeshes already have a texture recoloring feature but lack various features such as PBR and skinned mesh deformation. The framework for recolorable mesh textures already exists under special meshes, the main problem is that MeshParts, the more updated dynamic mesh system is rigid regarding textures and colors.
I’m aware it doesn’t work with multi-colored images, but trying to re-color multi colored textures is a mess anyways. All I’ve done here was add a Black & White filter to my texture, then I set the white values of my texture to transparent, via (cant be done in photoshop) Photopea > Filter > Other > Color To Alpha (Set the base color to white). Then you simply export as PNG (to keep transparencies) and you make a surface appearance with the AlphaMode set to “Overlay” then boom. Fully Colorable. Idk what else you’d ask for. in my opinion this seems perfectly fine. SurfaceAppearance.Color would only remove the process of having to make the white values of the texture to be transparent…
Here’s the image.
A Video showing that it’s colorable.
we need this, i’m not going through 100 shades of the color spectrum. please, roblox i’m begging for you to add this.
I am very sorry for your request about the stool being white.
The best solution is to duplicate the object and set the transparency up to 0.5 and you can change the color.
Images with alpha transparency like leaves and hair can not be recolored via this method, and as with solid textures the work around with transparent shading as shown by you can work in some situations but others resulting in messy and inaccurate results. With decals, when color3 is changed, the actual hue of the texture/image is changed which makes way for more accurate recoloring, especially important when working with certain textures. Again, this method you have listed may work in some situations but it is very rigid and does not support textures that have alpha transparency such as hair. This may work for your style or you specifically, but in many cases having a texture just contain a shading overlay can be very limiting.
There’s an AMA happening tomorrow, someone ask about this! (I would but I have another question for them)
Any updates?
I pretty regularly run into situations (many of which listed in this thread) where color changing SurfaceAppearance objects would be really really helpful. The amount of bloat and workaround mess I can remove from my projects is going to be huge if this is ever added.
Need this feature urgently for my game in order to change the colours of the character’s eyes (I’m using SurfaceAppearances instead of Decals because Decals don’t wrap properly around my head mesh).
the fact that this texture recoloring feature already exists on the outdated and practically deprecated special meshes is so painful like no one on the team thought “huh this might come in handy when we basically make all the cool lil surface appearance and mesh deformation features work exclusively on meshparts”?!?
I have no idea why this has yet to be implemented. It should be extremely trivial to add. Maybe they had some broader plans? I know they don’t want to deprecate features left and right, but geez, “dont let the perfect be the enemy of the good,” or something.
Hi! Just posting here to +1. I was doing quick research today since I stumbled into a development wall and found this thread. I really want this feature to be added too. I heavily use PBR since a while ago here in Roblox [Scenes, showcases, some personal stuff, etc.]. Please when making the system if you guys will go for it, please before making anything refer to how the Unreal Engine Material Instances [_MI] behave via parameters and its possibilities [derivate from a Master Material].
A heavy benefit of implementing this is that this will reduce textures and potential resources used for our games or scenes, etc. It will add so much customization and will add so many variations made in-engine.
An example may be to make a quick variation of a PBR enemy mob. That way I will not need to go to Substance Painter again and make a variation there [example making a mob Red through PBR and then making it for example Yellow [BaseColor texture]], then bring another maybe 1mb or 2mb of potential 1024x1024 textures [potential exaggeration, could be reduced more maybe via using less res], etc. It stacks and so on… you get the idea hopefully.
Also please, please, please consider adding an Emissive slot for the PBR materials.
Thanks for doing what you do Roblox for the PBR system. So far it is really cool, it just needs some tweaks here and there to allow for more flexibility. Thanks for what you do.
Cheers!!! and happy building!
PS: Throwing here some Wishlist hopefully it will be seen.
Thank you!!! So far, I love the PBR system, cannot wait to see where you guys will take it next!