Material Physics, UI Improvements, and Marketplace Materials

when will we get more textures such as emission textures?

3 Likes

Improved UI you say?
Widgets have a little bit of a pixel on the top right corner that isn’t filled.
It’s not that big of a deal, but it’s just annoying to notice it every time I open a plugin or float something.
image

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When will we be available to mix and match terrain with multiple variants? Such as one area with green grass and one with orange grass. Will there also be custom water?

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Is there no way to get the old UI back? The new one still makes docked windows that are on top of each other laggy, and some checkboxes have 2 borders.

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Any chance we will see alpha/opacity, emissive, height/displacement, specular, or refraction maps?

I really want to see at least alpha/opacity and emissive map support!

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here is the problem about setting a price to models and materials
there are lots of exploits that can download these type of assets and when people get them they could easily leak them.
so im 98% sure that roblox wont add funds to assets like these.

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My main problem is why Roblox didn’t release the new PBR textures in material service with the older textures which have a value equal to the PBR textures. Because now I have to transfer the old textures to PBR textures. And now Roblox is also putting PBR textures into the marketplace when I could just go to a website and download the textures and not worry about getting viruses into my game or “experience.” Thanks Roblox. :roblox_light:

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Love the marketplace addition. This makes it a lot easier to find the materials you want, and organizes the marketplace too. Thank you for this update!

1 Like

I would like to be able to inspect textures in large size
It is difficult to inspect the textures from the Marketplace, you have to put them separately on each part to see if the texture is good

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Roblox’s shader source, prior to October 2016, was present in the client in the DirectX HLSL format - from playing and toying around with it, it’s clear that prior to January 2020 (PBR introduction), specular and gloss (or rather, SpecularIntensity and SpecularPower) was the system used for the specular highlight appearance.

If you find a client from around May 2013 (when the shaders were rewritten to support Dynamic Lighting), up until that point in 2016, it might be worth a look just to gain a fuller understanding of how things worked on the rendering side during that time.

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Like this update so far. It looks like the studio UI was reverted to the original version as well. Is there any chance we can get the dropdown menu for materials back at some point, maybe just as a toggleable option? The material manager is bulky and detrimental to many of our workflows.

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i crave custom shaders like other engines

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This is a massive massive improvement, especially on accessibility. Great update!

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When will you remove the Material manager and add back material selector? This is messing up my work flow.

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A material graph editor like in Unreal would work wonders!

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Could the roblox devs add lighting filters like cell shading?

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You don’t, in MaterialService, scroll down all the way to the bottom & under the tab, “Material Pack”, uncheck “Use2022Materials”

Then you have yourself the old Roblox textures!

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That’s a great idea, I can think of so many ideas of games that could take advantage of cell shading!

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Not bad but it could have been better

Technically cel shading is possible in roblox but it requires a really hack-y solution to do so.

3 Likes