I am talking about the new 2022 materials.
In that case, I assume they’ll provide new materials as a toolbox model or something along those lines, maybe they’ll be built-in options for overrides. After the backlash from their last attempt at forcing new materials, atleast.
Do you think when you guys fix the color issue with the grass the most desired thing that can be done to the grass now is at least allowing us to change the render distance of it?
I know it can be done as Its set via FFlags and I find it quite stupid how you wont let us modify anything relating to that.
Like honestly the rendering for it isn’t the greatest to begin with but the MAX Render distance it can have is 290 studs? People on high graphics can definitely handle a further range of grass being processed
Enhanced Distance
Flags Modified
FRMMaxGrassDistance FInt 2000 - Max Render Distance of Grass
FRMMinGrassDistance FInt 1000 - Minimum Render Distance of Grass
GrassColorTintMode FFlag false - Applies darker tint color under grass
RenderGrassDetailStrands FInt 750 - Distance grass will render at higher detail
RenderPreciseGrass FFlag true - Not sure tbh
Pictures with higher distance
Castle Map
Starter Place
Pirate Map
My Personal Game
Default Distance
Flags Default
FRMMaxGrassDistance FInt 290 - Max Render Distance of Grass
FRMMinGrassDistance FInt 100 - Minimum Render Distance of Grass
GrassColorTintMode FFlag false - Applies darker tint color under grass
RenderGrassDetailStrands FInt 15 - Distance grass will render at higher detail
RenderPreciseGrass FFlag true - Not sure tbh
Castle Map
Starter Place
Pirate Map
My Personal Game
I’m not a regular so I can’t bring these dead features to light in feature request but its annoying they promised so much for this feature and left it at a non-customizable state. What’s even more frustrating is they left it untouched for so long when it is literally enabled in so many games that use terrain. Such as shame really.
This is perfect for my game, good job! This removes a ton of struggle when it comes to making a game look right and giving it a nearly AAA look.
A few things I’d suggest is Organic materials working on parts and being able to use a terrain material that doesn’t have the same base material as the terrain material (for example, using the cracked lava material with wet sand textures with the base material set as sand). Otherwise, this works wonders for my game and has greatly enhanced the amount of detail that everything from sidewalks to bricks have.
Is there any ETA for the ingame release?
Is there any way of telling when this feature will be released outside of studio?
My game is currently being halted because of this.
Studio looks awesome, but not in game.
This is really going to open a window into the future realism of roblox.
Great update, however I feel having the TerrainDetail also borrow the material’s set Color3 is an odd decision. If I wanted to color my custom grass, it also colors the side of my terrain, which is not how it works for the default materials. Unless I am missing something?
I would love the option to add material mixing control.
Example:
The material mixing in this image looks great, but it would be cooler if it could be more gradual. The ability to control this would be amazing.
Thanks for the feedback. We have noted this request.
We are exploring ways to address this. Stay tuned.
Thanks for the feedback, we’ve noted this although this isn’t high priority right now.
The only issue is if you want the original terrain color you have to set the ROBLOX UGC color to white. As I foresaw, this interferes with grass decoration causing the grass to appear white. That’s the only complaint I have with this so far…
The only issue is if you want the original terrain color you have to set the ROBLOX UGC color to white. As I foresaw, this interferes with grass decoration causing the grass to appear white. That’s the only complaint I have with this so far…
We are looking into terrain grass decoration color issue, stay tuned.
Can you elaborate/share more about your use cases for transparent materials?
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
maybe like this?
The simplest example i can give is that there is no way we can make something like a metal fence (those usually being hollow) with any PBR capabilities.
The part on the left just uses a simple decal instance for the fence texture, the part on the right uses the same texture but as a material variant.
This is a very great feature, but I’d like to suggest a feature in this
I would prefer to have a fixed color for the sides, like brown for example, so that I could make the same approach as the normal built-in grass:
They are already looking into that.
Big thing, could we be allowed to add a secondary color map that is fixed? This would be nice for materials like brick, as the grout changes color, along with the bricks. If I tried with textures, the fixed color area wouldn’t be shaded properly.