Trying to import a mesh with transparency texture, works on normal 3D visualizer but not Roblox Studio

Hello, I’m DarkBegin I’m trying to import my first mesh which becomes transparent if the texture /image is half transparent. So I’m testing with a leaf drawn with my bad hand.
I use Blender to do that:


When I use the default visualizer from Windows it works :

But it doesn’t work on Roblox Studio or I’m bad to import it, any ideas? (I use a mtl file when I import the 3D model, it means the texture is already in the mesh)

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Insert a SurfaceAppearance object into the MeshPart, apply your textures there, and ensure that “Transparency” in the properties is toggled.

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image
here my surfaceappearance, looks like transparency and texture don’t appear.
So it’s not possible to make an accessory without using SurfaceAppearance ?

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ALso I tried to paste it in a 3D model, it doesn’t work or is it loading ?

This doesn’t appear?

image

You mean like a UGC item? Those don’t support SurfaceAppearance at all so, no.

Okay and no it doesn’t appear, I’m working on Custom Avatar, not an UGC item yet (I was just asking because you are).

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You need to go into studio beta features and turn advanced surface appearance on to see those properties.

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Thank you but the problem is not resolved :


In the surface appearance properties are you able to scroll up to see the alpha mode to change it to transparency?

yes I did, and it doesnt help, it removes the texture

After you change alphamode, move the mesh’s textureid into the surface appearance’s colormap

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I tried this, but this doesn’t work. I’m having the same problem as OP.

you dont need to use surface appearance to get a transparent texture. Just add the texture’s rbxassetid to the textureID field in the mesh as normal. Then change the transparency to exactly 0.02

The rest of the mesh will technically be very slightly transparent, but no one should notice.

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there is a big difference when using surface appearance and using the transparency, for example with leaves

i used transparency for the first mesh and used AlphaMode for the second,

in the first mesh, u can see that the overlapping of leaves are see-through while the alpha mode is solid

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Agreed. When you stack a whole bunch of polygon planes like that in one mesh, then SurfaceAppearance will do a much better job at sorting. However, with simpler meshes, then just using the transparency “trick” will do an acceptable job.

I use SurfaceAppearance when I’m making trees and vegetation, like in your image. But player accessories I tend to use just transparency.

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Sorry to dig this thread up again, but your solution helped me with the partial transparency problem and so I wanted to ask you a follow up question:

Do you know if there is any way to get around the Material of the MeshPart being overwritten when you use a SurfaceAppearance?

E.g. my MeshPart is ‘Neon’ Material since I want parts of it to glow. SurfaceAppearance allows me to set the AlphaMode correctly to see the underlying color of the MeshPart, but the Material seems to be completely overwritten once I use SurfaceAppearance

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You can try to split the mesh into parts, one that uses surface appearance and one that uses the neon material

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