Look at this example, It merges 15 body parts into 1 texture!
So different meshpart uses a subset of the texture.
hmmm HMMMM HHHHHHMMMMMMMMMMMMMMMM
The body creation experience does exactly that!
You can project an image onto the avatars part!
Something like this would be amazing! it would unlock insane possibilities for building! It would also be amazing for something like a spray system, where users can spray decals on any surface and have it actually conform to that surface instead of just a flat decal.
Not directly related but, please please PLEASE fix the permissions for editable meshes. If a fellow team create member owns a mesh they should be able to allow another to use that mesh with editable meshes just like sounds! Same goes for groups. PLEASE I do not want to reupload every mesh I and my fellow team members own.
Has anyone been able to use BlendIntensity on the Brush config, I can try multiple values but the image blending still looks the same (Tried with BlendSourceOver and AlphaBlend same result and I’m using transparent images)
should’ve used editablemeshes when it was first studio beta
Oh I did!
The asset read/write permission restrictions was the first thing that influenced me to believe that it’d be going down this direction
Thanks for the new great feature! Looks very cool.
Current cons im facing are that you have to convert every meshes into EditableMesh to make them paintable and the memory budget runs out quite quickly…
The code is a bit messy(and optimization is quite bad), but for those of you who are curious about this cool example, I’ve uploaded the place file to github!
this is really cool!
Thanks for sharing!!!
I really wish this would be integrated into the current decal system so that we could have these projected decals put anywhere, especially without having to use an editable mesh (which you can’t even use without apparently having to verify your id).
This was brought up by @C_LRH in a post above, and I imagined if it were to be implemented like that. A step closer!
that is definitely make sense and is a very cool idea!
Any information on this? I hope its being considered, its a pretty highly requested feature and seeing that it can be done with editable meshes, surely it could be its own instance.
Also a-few other questions;
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Will we ever get bulk methods for editable meshes such as to change vertices positions or remove faces?
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Will we ever get to update editable meshes in parallel? and is it even possible?
Editable meshes have been the biggest disappointment of my roblox career, im making a flight simulator im stuck rendering terrain at this quality
with editable meshes i could x4 that quality with less performance cost, even with the editable mesh memory bypass thing it still reaches the limit fast, i am so disappointed cause you PLEASE make a option to disable memory budgets for good coders, like PLEASE this is the update of roblox that could have been so good, editable meshes were so good in beta, till you flunked it on release
let me take a look at your game. also have you looked into parallel luau, greedy meshing for triangle terrain which basically decimates your mesh, LOD, and streaming enabled features? they could add a huge improvement bonus to your terrain generation system!
I use most of those, but it dosent really change anything, wedges can only be optimized so much, Editable Mesh was perfect, i didnt notice any performance issues, i just dont understand why roblox cant just make a option to disable streaming enabled and let developers handle performance, that will open a window of opportunities
I thought you could disable Streaming Enabled on the Workspace?