well I cant fix it because it’s a building game so it will always look like that
If we had options to create new materials entirely a few of the additional settings I’d want
- Height - amount of deformation that can occur with it
- Grass - Can grass be overlayed on that terrain type
This is really cool! I personally really like the Terrain Detail and Unified Material Overrides for Part and Terrain I like the fact that we can apply certain details to things depending if it’s on it side or not, and also the fact that it all fits in. I have continuously have been in a situation where they just dont fit and I don’t find a solution for it
Wow that cobblestone material especially looks gorgeous Super excited for this!
Thank you. Seeing roblox software devs and engineers reply with even a simple answer helps us out.
Hi there @JoshSedai, would it be possible to opt in to the new MaterialService features on a testing experience that I work on in studio currently?
I’m finding it difficult to benchmark performance and other things due to how differently it functions compared to the production client.
If not, no worries, but if so, thanks in advanced.
Here’s the experience I use currently:
As the new built-in materials are rolled out to override the current built-in materials, I would really like to see Roblox release a pack of MaterialVariants that allow developers to re-implement the current materials used. Something like this would really help make sure that everybody gets what they want with this new material update and allow developers to keep their game’s current look should they dislike how the new built-in materials look.
What’s the performance impact of many MaterialVariants simply existing, assume no parts contain the MaterialVariant as a property? Are they expensive?
I’m working on a game that will include customization of parts’ materials and whatnot but I fear it could be problematic if I have to create 15 MaterialVariants for 15 types of flooring.
Is there like links can be proivded for us to use? or can roblox make a custom materials that players can use instead of looking for new one
After testing the update with like 10 - 12 new materials, I have to say not really. The only slow down I think you could experience is longer loading times from loading the materials.
That is good to know. Thanks for that!
There are many places you can get PBR textures that are free to use. I would recommend the PBR pack below first. If you don’t find any PBR from there that you like, there are 3 sites i’m aware of perfect for PBR textures.
Will Add more resources when more are discovered;
PBR Pack: PBR TEXTURE PACK - Roblox
PBR Site 1: https://freepbr.com
PBR Site 2: https://ambientcg.com
PBR Site 3: https://www.cgbookcase.com
PBR Site 4: https://polyhaven.com
Please make non-opaque objects visible through glass. Glass was released over four years ago, and we still cannot do something as simple as a window overlooking a lake. I, and many others, would be more than willing to suffer the performance impact.
These material updates are great, but this limitation severely impacts my workflow. Glass is a great material, but when smoke, particles, water, and even other transparent parts do not render through it, it’s almost useless.
Wow this is so awesome! Many modelers and builders will definetly enjoy this, thanks for the effort
I totally did not realize it has been that long until you said it.
Yeah, Roblox, that is genuinely disappointing - How can you even pretend to compete with other engines & on a Metaverse level when you’ve got such an incomplete glass transparency system out in the open?
I hope version 3 will allow terrains to use material variants as opposed to material overrides. The current version allowing only 22 concurrent textures overshadows the ability to customize them. if anyone knows any hacky methods to override textures without refreshing terrain that would be great
Custom dirt texture, that’ll sort the job
Are there any plans to allow for additional material-based colours?
With a white base-colour, my material’s orange center diamond displays correctly. But once I start changing the colour, it affects the colour of the center diamond.
Would it be possible to be able to include additional Color/BrickColor slots for BaseParts depending on the number of ColorMaps included, so we can alter different elements of the material? I’d love to be able to change this so I have a red exterior, but a blue interior diamond for one part, then inverted on another part.
It would also be incredibly useful if we could upload a material and be able to determine the considered size/position of that material. This would allow us to upload a texture atlas for a single BaseMaterial and grab from as needed.
I like this update,
but i have a question , this is maybe not the right topic but this one is active
so i made a mesh and it has surface apperance with transperency, i made some parts transparent so i can replace them with any material and color but it doesn work
the problem;
when i set it to transperency the mesh becomes transparent, and when i set it to overlay it only gets the color and not the material
what i want to achieve:
the surface aperance with on the transparence background an aplied material and color without using a new mesh
this would be very useful if added, (