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rules
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# This file is automatically generated. Please don't edit it manually.
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# To submit a bug report on the content, see
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# https://devforum.roblox.com/c/bug-reports/documentation-issues/72
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name: SurfaceAppearance
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type: class
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memory_category: Instances
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summary: |
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An object that allows developers to override the appearance of a MeshPart with
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advanced graphics options.
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description: |
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**SurfaceAppearance** objects let you override the appearance of a
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`Class.MeshPart` with advanced graphics options. Most notably, it can apply a
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set of **Physically‑Based Rendering** (PBR) texture images, or maps, on a
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single object. Combining multiple texture maps can more accurately simulate
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color, roughness, and reflectivity in any lighting environment and can enhance
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the visual elements of your assets and environment; see
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[PBR Textures](../../../art/modeling/surface-appearance.md) for more details.
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<figure>
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<img src="/assets/modeling/surface-appearance/SurfaceAppearance-Example-1.jpg" width="405" alt="A realistic leafy bush" />
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<img src="/assets/modeling/surface-appearance/SurfaceAppearance-Example-3.jpg" width="405" alt="A realistic mossy rock" />
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</figure>
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Appearance of this object on a `Class.MeshPart` depends on the user's device
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and graphics quality level. For best results, you may want to preview your
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content with different quality level settings.
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Note that most `Class.SurfaceAppearance` properties cannot be modified by
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scripts, as the necessary pre-processing is usually too expensive during
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runtime.
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code_samples: []
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inherits:
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- Instance
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descendants: []
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tags: []
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deprecation_message: ''
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properties:
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- name: SurfaceAppearance.AlphaMode
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summary: |
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Determines how the alpha channel of the `Class.SurfaceAppearance.ColorMap`
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is used.
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description: |
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This property determines how the alpha channel of the
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`Class.SurfaceAppearance.ColorMap` is used.
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When set to `Enum.AlphaMode|Transparency` and the
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`Class.MeshPart.Transparency` is set to `0`, opaque pixels in the
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`Class.SurfaceAppearance.ColorMap|ColorMap` will render as completely
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opaque in the 3D scene. This combination works better with depth-based
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effects and occlusion.
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When set to `Enum.AlphaMode|Transparency` and the
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`Class.MeshPart.Transparency` is set to at least `0.02`, a different
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blending method is used that can better represent smooth transparency
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gradients and soft edges. This combination does not support all effects
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and occlusion may not be perfect.
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See [here](../../../art/modeling/surface-appearance.md#alpha-modes) for
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more information.
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code_samples: []
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type: AlphaMode
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.Color
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summary: |
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Applies a tint to your existing colormap. Set directly with color picker
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or programmatically with `Datatype.Color3`.
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description: |
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Applies a tint to your existing colormap. Set directly with color picker
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or programmatically with `Datatype.Color3`.
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.ColorMap
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summary: |
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Determines the color and opacity of the surface.
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description: |
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This property determines the color and opacity of the surface. This
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texture is sometimes called the **albedo** texture. The alpha channel of
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this texture controls its opacity, which behaves differently based on the
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`Class.SurfaceAppearance.AlphaMode` setting.
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See [here](../../../art/modeling/surface-appearance.md#color-albedo) for
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more information.
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code_samples: []
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type: ContentId
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tags: []
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deprecation_message: ''
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security:
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read: PluginSecurity
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.ColorMapContent
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summary: ''
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description: ''
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code_samples: []
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type: Content
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tags:
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- Hidden
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deprecation_message: ''
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security:
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read: None
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.EmissiveMaskContent
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summary: |
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Determines the emissivity across the surface.
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description: |
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This property determines the apparent emissivity across the surface. An
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emissive mask is a grayscale image where black pixels correspond to no
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emissivity, and white pixels correspond to full emissivity.
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The emissive contribution gets added to total lighting contribution across
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the surface, and the sum gets multiplied by the albedo texture, which
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would be sampled from `Class.SurfaceAppearance.ColorMap|ColorMap` if
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provided.
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code_samples: []
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type: Content
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.EmissiveStrength
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summary: |
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Determines the strength of emissive contribution.
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description: |
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This value is a multiplier to control how strong the emissive contribution
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is across the surface. If the final contribution of emissives goes beyond
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supported dynamic range, it will get clamped; this could result in
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emissive contribution appearing all white when using large emissive
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strength values. Since this value is a multiplier, the maximum value to
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prevent clamping depends on all of the other contributing values,
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including `Class.SurfaceAppearance.EmissiveTint|EmissiveTint`,
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`Class.SurfaceAppearance.ColorMap|ColorMap` and combined lighting
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contribution.
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code_samples: []
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type: float
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.EmissiveTint
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summary: |
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Determines the tinting color for emissive contribution.
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description: |
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This value is an RGB color for tinting emissive contribution.
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code_samples: []
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type: Color3
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tags: []
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deprecation_message: ''
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security:
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read: None
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write: None
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.MetalnessMap
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summary: |
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Determines which parts of the surface are metal or non-metal.
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description: |
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This property determines which parts of the surface are metal or
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non-metal. The metalness map is a grayscale image where black pixels
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correspond to non-metals and white pixels correspond to metals.
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Metals only reflect light the same color as the metal, and they reflect
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much more light than non-metals. Most pixels in a metalness map will be
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either pure black or pure white, while values in between can be used to
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simulate dirt or grunge on top of an underlying metal area.
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When `Class.Lighting.EnvironmentSpecularScale` is 0, metalness has no
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effect. For the most realistic reflections, it's recommended to set
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`Class.Lighting.EnvironmentSpecularScale` and
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`Class.Lighting.EnvironmentDiffuseScale` to 1, as well as
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`Class.Lighting.Ambient` and `Class.Lighting.OutdoorAmbient` to
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`(0, 0, 0)`.
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See [here](../../../art/modeling/surface-appearance.md#metalness) for more
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information.
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code_samples: []
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type: ContentId
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tags: []
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deprecation_message: ''
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security:
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read: PluginSecurity
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.MetalnessMapContent
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summary: ''
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description: ''
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code_samples: []
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type: Content
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tags:
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- Hidden
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deprecation_message: ''
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security:
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read: None
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.NormalMap
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summary: |
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Modifies the lighting of the surface by adding bumps, dents, cracks, and
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curves.
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description: |
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This property modifies the lighting of the surface by adding bumps, dents,
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cracks, and curves, without adding more polygons. The normal map is an RGB
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image that modifies the surface's normal vector used for lighting
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calculations. Its **R**, **G**, and **B** channels correspond to the
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**X**, **Y**, and **Z** components of the local surface vector
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respectively, and byte values of 0 and 255 for each channel correspond
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linearly to normal vector components of -1 and 1.016 respectively. This
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range is stretched slightly from -1 to 1 so that a byte value of 127 maps
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to exactly 0.
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The normal vector's **Z** axis is always defined as the direction of the
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underlying mesh's normal. A uniform `(127, 127, 255)` image translates to
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a completely flat normal map where the normal is everywhere perpendicular
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to the mesh surface; this format is referred to as a "tangent space"
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normal map. Note that Roblox does not support world space or object space
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normal maps.
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Incorrectly flipped normal components can make bumps appear like indents.
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If you import a normal map and notice the lighting looks off, you may need
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to invert the **G** channel of the image. The **X** and **Y** axes of the
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tangent space frame correspond to the **X** and **Y** directions in the
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image after it's transformed by the mesh UVs. If you view your normal map
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in an image editor as if it were displayed on a surface, normals pointing
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towards the right side of the screen should appear more red, and normals
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pointing towards the top side of your screen should appear more green. The
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terms "DirectX format" and "OpenGL format" are sometimes used to describe
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whether the **G** channel of the normal map is inverted or not (Roblox
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expects the OpenGL format).
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Roblox also expects imported meshes to include tangents. Modeling software
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may also refer to this as "tangent space" information. If you apply a
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normal map and it does not seem to make any visual difference, you may
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need to re-export your mesh along with its tangent information from the
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modeling software.
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See [here](../../../art/modeling/surface-appearance.md#normal) for more
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information.
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code_samples: []
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type: ContentId
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tags: []
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deprecation_message: ''
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security:
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read: PluginSecurity
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.NormalMapContent
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summary: ''
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description: ''
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code_samples: []
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type: Content
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tags:
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- Hidden
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deprecation_message: ''
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security:
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read: None
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.RoughnessMap
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summary: |
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Determines the apparent roughness across the surface.
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description: |
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This property determines the apparent roughness across the surface. The
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roughness map is a grayscale image where black pixels correspond to a
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maximally smooth surface, and white pixels correspond to a maximally rough
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surface.
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Note that surface roughness works on a very small scale. Reflections on
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smooth surfaces are sharp and concentrated, while reflections on rough
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surfaces are more blurry and dispersed.
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See [here](../../../art/modeling/surface-appearance.md#roughness) for more
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information.
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code_samples: []
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type: ContentId
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tags: []
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deprecation_message: ''
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security:
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read: PluginSecurity
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.RoughnessMapContent
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summary: ''
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description: ''
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code_samples: []
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type: Content
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tags:
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- Hidden
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deprecation_message: ''
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security:
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read: None
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write: PluginSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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- name: SurfaceAppearance.TexturePack
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summary: ''
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description: ''
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code_samples: []
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type: ContentId
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tags: []
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deprecation_message: ''
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security:
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read: RobloxEngineSecurity
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write: RobloxEngineSecurity
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thread_safety: ReadSafe
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category: Appearance
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serialization:
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can_load: true
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can_save: true
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capabilities:
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- Basic
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methods: []
|
||||
events: []
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||||
callbacks: []
|
||||
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