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Re: Per-Part Reflection Maps

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BogyMac is not online. BogyMac
Joined: 04 Nov 2011
Total Posts: 823
11 Jun 2017 07:38 PM
As it stands, there are only two variables to control the reflectivity of a part: The reflectance property, of course, and the 6 faces of a skybox.

What I propose is a new property under the Appearance tab that would allow us to control what texture(s) is/are used when a part has a reflectance above 0. It could be directly tied to the skybox as it works now (even by default), but may also have room for 6 textures in total to form a new 'part-specific' skybox utilized only for that part's reflections. It may even have its own customization window like how particle emitters have their own Transparency, Size and Color editors.

Why would this be a good addition?

1) Perhaps the most obvious is that it would provide game creators the freedom to further the illusion of realism with region-specific reflections at a relatively low performance cost (indoor and outdoor reflections, anyone?).

2) It would provide an easy alternative for fully dynamic reflections which would be far too resource-intensive for ROBLOX

3) It would be relatively easy to implement (I will assume), considering they already have a system in place.

Reflection settings would be cloned along with the part when copying and pasting.

Of course, this assumes you already have the capability to produce skyboxes of your own, but why not give game creators the option?


Yes? No? Maybe? Tell me what you think below.
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helloburp is not online. helloburp
Joined: 26 Aug 2011
Total Posts: 14376
11 Jun 2017 07:42 PM
support
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BogyMac is not online. BogyMac
Joined: 04 Nov 2011
Total Posts: 823
11 Jun 2017 08:28 PM
Please, feel free to leave feedback, I accept any and all criticism!
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Garvandergamer7422 is online. Garvandergamer7422
Joined: 19 Dec 2015
Total Posts: 23
11 Jun 2017 08:30 PM
UJIO
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BogyMac is not online. BogyMac
Joined: 04 Nov 2011
Total Posts: 823
12 Jun 2017 01:23 PM
Opinions?
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