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.
It’s quite simple actually, just import a mesh with a PBR texture with transparent areas where you want an emissive glow present, and then edit that mesh by shrinking it a very small amount on all faces, import it, change it’s material to neon, then done.
EDIT: Okay yeah maybe I will make a tutorial since I just re-read that reply and it made little sense.
I can’t put into words how excited I am for this! This is a awesome much needed option, looking very much forward to play with this when I have the time.
Would it be possible to have this as well as the original material?
It is actually displacement map
one thing i would appreciate is being able to control the offset of the texture. its just about impossible to line up the tiling of 2 differently sized parts. or at least if it functions more like texture tiling, as in sizing the part just reveals more tiling, rather than changing the offset completely.
Bug
Entire MaterialService resets whenever I edit my place
and some of my roughness map got deleted
I assume there are plans for adding new materials instead of overwriting existing ones? Or is that already the case?
It isn’t a bug. Just save the material variants for now or publish the game with the materials already in
It’s already the case at least i think, that’s what other’s has been saying
Yes it think it a combination of hight map with normal map,
If roblox could reach thhis will be super awesome
Before Roblox does that, they’d need textures higher than 1k. They keep advancing with meshes and PBR, but the textures still look like something out of the N64. Just look at the Forest Demo, and look at the rocks. They look incredibly low resolution. I feel like if Roblox implemented a system where higher graphics = higher resolution, this could be fixed easily. That way, the mobile users can play with the same textures, but at least the people who can run them can actually use them.
It’s called tessellation.
Next step once this beta is fully working, would be .sbsar support
Generative materials
I also made those pretty quickly with substance designer
i think he means powering imagination, and frankly i have no idea how that’s going to make it lose it’s motto. it’ll do the reverse lol