Material Service Beta Updated with Per Part Custom Materials + More

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?

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More Material Custom

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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 :smile:

Custom dirt texture, that’ll sort the job

Are there any plans to allow for additional material-based colours?
image
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.

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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, (:smile:

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Will the current behavior ever be reintroduced as an option, or is it being fully removed?

just use a seperate decal mesh, it’s a totally normal way to do things even outside roblox, for that mesh to be separate from the tiled texture.

reflection is for roughness. normaldetail is… a detail normal texture. there’s no metalness in your screenshot because only a few of the Roblox materials are metallic; metal, tinfoil, parts of the rusty metal from what I can remember.

also, you’re going to have to compute the blue normal maps from their BC5 compressed versions.

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Any API to set material per part?

Oo, are there plans for a decorations update? like how grass has grass? so we can add custom decor etc

Also I would like to be able to use random mapping from terrain on part, My texture is still visibly tiled

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i know
i this case it would work
but if i have a mesh door for example,
it has surface apperance for the hendle
but i want to be able to hange the texture of the door

another day, another slay period!

This is exactly how the texture update should come out, and I’m glad that community input allowed the team to improve upon a platform-changing feature.

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Amazing update.

I did discover a small bug(?), which happens when you switch to an incompatible base material, the Material Variant property shows a warning rather than clearing the property itself. Unless this behavior is intended, it is probably something worth noting since I was expecting that property to be cleared.

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I think this acts as intended. Two use cases;

  • You can have multiple MaterialVariants of the same name, lets say you have a “Ceiling” variant of Metal, and another of WoodPlanks, it would make sense that you just change the Material on the part and it works as expected, then if you need to change it back, it’s alot easier.
  • When you save your parts and then place them in a new workspace, there is still a reference to a material of that name so it can see if it’s viable or not.

One thing I would prefer in the drop-down MaterialVariant property is having all the Variants of my current BaseMaterial as the only/first options. Currently it’s just a list of everything, which seems a bit odd.

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Thanks for your feedback. We are aware of this and looking into this.

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You can try adding Terrain Detail for Top face and plug in different textures.

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Unfortunately not yet, but we’re hoping we can enable this in deployed experiences soon. Your feedback and reaction to beta 2 is a major factor in that :slight_smile:

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This is intended behavior and the use cases @edenojack pointed out are part of the reason why this is the case.

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