Roblox should make it where the pbr materials pop out like this
like it actually is 3D instead of being flat, that’d be amazing tbh
Roblox should make it where the pbr materials pop out like this
There would be a slider for it too and you can slide it to how much it would pop out
That’s what PBR is though, it makes flat objects look 3D. Also can’t you just get a MeshPart and put SurfaceAppearence or a Texture over it? Sorry if I sound stupid, I don’t know much about building.
Unreal engine can do 3D pbr with actual mesh looking stuff popping out without editing the mesh i think it would be amazing if roblox did the same
I could be wrong though that definitely is what pbr is but they can imrpove it instead of having it like an illusion yk? it can be a slider for how much it can pop out possibly
What you’re talking about is called Parallax Occlusion Mapping, or Tessellation. It’s relatively expensive to render especially at a large scale.
Exactly, if roblox made this possible that would be insane
On mobile you wouldn’t be able to play on older devices because of lag, thats one of the annoying considerations roblox has to go through
They could make it where it won’t show for phones it could just be normal pbr possibly
Robloxes renderer is almost identical across devices, it would introduce so many bugs to split the renderers across devices (assuming engineers would have to work on two renderers)
Maybe they could make it where you have to have your graphics all the way up for it to show then? i just think Parallax Occlusion Mapping would look amazing in games i’m sure they could make it possible
Even if they don’t then it’s okay.
@LucidPolygon
Roblox wouldn’t render tessellation shaders for mobile since it’s too performance heavy. I doubt the Play Store or Apple App store has any games that have tessellation or POM shaders.
I mean only for computers no mobile devices would use the feature
And if the game would be a bit laggy you could always turn down the graphics which would disable it and make it a normal pbr or even low quality
But it’s just an idea so it’s nothing to keep talking about
Yes, essentially an Emissive Layer used for glow effects, but perhaps with the Roblox Lighting Engine integration for final-pass lighting.
Unreal Engine 5 has some PBR Emissive integration with their lighting engine (Lumen). It’s pretty cool and allegedly done with little additional perf cost. Having said that, performance really matters. I would be happy with a manually-driven alternative like a SurfaceMaterialLight where you must explicitly configure some things, perhaps making the processing faster and cheaper. That is, I would prioritize higher performance with some glow done explicitly versus automatic glow support.
I’ve kind of found a remedy to custom emissive material? Basically what I did was make a PBR texture transparent and semi-transparent in a few areas and placed a neon object inside.
Sorta works.
Yeah, this would be cool, but I agree it’s somewhat expensive. It’s essentially using Height Maps layers and generating a final mesh based on the original mesh combined with a material-generated mesh.
The rendering of PBR is meant to make this look proper from a material point of view, but this final mesh fix-up would be really awesome IMHO. Adobe Material supports this feature. An alternative might be to have an Add-In tool which pre-bakes this mesh-layer and add’s it to an existing mesh at design time.
You should make a video tutorial explaining in-depth of how to achieve this! Looks gr8.