The only problem:
ID verification for EditableMesh/Image apis.
either PreviewMesh or BrushImage is not properly setup.
My guess from your code, PreviewMesh is the issue
This update is incredible. Now would be able to add foam to my water simulation.
Now if only I was able to access this feature without ID verification.
as soon as roblox gets gpu access it will prob have some crazy stuff. Just look at Minecraft (perhaps the most unrealistic game out there) With community made shaders.
me and @DevSersponge were talking about this literally just a few days before this update, so this was a pleasant surprise to see—awesome feature!
i’ve been waiting for a built-in feature like this for YEARS, thank you
Any chance that AlphaBlendType will be implemented into the options of :DrawImageTransformed() or :DrawImage() for EditableImages? Enum.ImageAlphaType.LockCanvasAlpha and Enum.ImageAlphaType.LockCanvasColor would be great to have for image clipping and erasing with the Multiply Enum.ImageCombineType, respectively
Now let’s go back to the moment where you can’t create more than N editable images:
Otherwise, good update, but truckload before makes it not so good…
Is there a test place for this because I want to learn how it works, And reading documentation doesn’t help. I have big plans for this feature if I can figure it out.
I had issues trying to understand it too, but after some time I got it working
Heres my place if you still need help with it
ImageProjectionOntoMeshes.rbxl (55.7 KB)
if only I could use this without sending my government id to roblox
Hey this might be a big ask but, can we get support for multiple UVs on meshes?
I sometimes tend to use atlas texturing to optimize texture memory and reuse parts of a texture on a model but this of course means that there will be lots of overlapping UV islands which is bad for texture projections and painting.
Desperately in need of being able to use 2 or 3 UV maps so I can keep using atlases and blend something on top of it with an extra UV.
In general i really wish they would update MeshPart’s in general where we can support stuff like this.
For example, imagine we had material slots? I could imagine this being a bit tedious to implement but they could just add a new dropdown to MeshParts called “Materials” where each material is either a Object Reference (SurfaceAppearance, Material Variant) or it can be just a content id for a Diffuse Texture only? But yeah, I see what your point here is, this is especially useful if I could have a 2nd UV map for lets say a car, where the UV map is used for damage or some sort of Mask?
I wish there was an ability to project decals onto stuff independently of the UV map, like if you want to put some graffiti on a wall.
Is there any Roblox moderation in this? I am worried Roblox would never be the same after this. Seems thought it is going quite well so far
!
Because this is something that would be directly linked to the developers creating the game, I’m pretty sure people will only do this with pre-created assets for safety and protection from moderation.
I would also recommend waiting for editablemeshes and images to be sharable between server and client, so that bad actors won’t be able to edit local scripts to project inappropriate images (albeit locally) onto surfaces.
With all that said editablemeshes are images are still in early development so you should expect any of this to change drastically.
Are we able to tween the positions of the decals?
this uses DrawImageProjected() to perform 3D paining!
Definitely a place I would recommend to get started and see working examples.
I don’t see why not.
You can achieve that by computing the tween between positions before calling the API
we do have DrawImageTransformed() available if all you want is draw/“project”/stamp something on to a texture without caring about UVs