The effectiveness of a PBR material depends on how detailed the maps are, if you’re using something rather flat (normals) and either fully matte or fully metal (metalness) it probably won’t seem much more than a regular texture. Try modifying the MetalnessScale and RoughnesScale, too. But if you’re having technical problems, I could maybe help if you’d be able to describe any issues.
I’m also hoping for height maps and possibly AO maps, but I’m not too concerned if the former isn’t possible on the engine yet, though I imagine the latter ought to be.
It appears this build doesn’t even have the properties mentioned in that reply
Even using the command bar to run these commands doesn’t do anything: Lighting.EnvironmentDiffuseScale = 1 Lighting.EnvironmentSpecularScale = 1
Edit: It throws an error though…
10:21:14.572 - Lighting.EnvironmentDiffuseScale = 1:1: attempt to index nil with 'EnvironmentDiffuseScale'
10:21:14.572 - Stack Begin
10:21:14.573 - Script 'Lighting.EnvironmentDiffuseScale = 1', Line 1
10:21:14.574 - Stack End
Edit2: Whoops I’m stupid… Forgot it needs game. haha!
What I believe is going wrong is the way the SurfaceAppearances is being mapped to the Mesh, it is supported but I’ve seen a few other people having issues with Mesh mapping. I don’t fully understand the mapping of SA’s to meshes, but at the very least it doesn’t work with all of them.
I take it the texture on that tree is already part of the mesh and not the albedo of a SurfaceAppearance?
That is a sight I never thought possible in Roblox. How far behind Meshs were in Roblox had left me using Unreal with Roblox as a hobby, but with this moving into production next year, I expect to pull my focus right onto Roblox. Thank you Roblox staff. Very exciting update, I much prefer RStudio over any other Development Suite so the idea that roblox is really catching up in terms of rendering, animation and more with the big indie players is an exciting prospect.