Since we can make blocks would it not be a good feature to add wedge blocks and corner blocks to the terrain system or allow users to choose what percent of a voxel a material will take up?
Wow, just wondering, how did you do the generation script, and what’s the performance impact? Been trying to do something like that for ages, but I suck at generation scripts.
There is no script, it’s just built in terrain generation except I changed the terrain to Brick and WoodPlanks (the only current blocky terrain) and used MaterialService to make them look like Minecraft blocks
and make their own textures instead of being locked to only bricks and woodplank texture slots
Within the next few weeks, we’re aiming to ship the last big increment to the beta, updated materials (via a switch) and Material Manager. After that, our focuses will fully shift to getting this enabled in-client and released. I know it’s frustrating seeing a beta of a feature that would help your project a lot but not being able to use it in production. We’re being careful and ensuring we’ve built a great feature and addressed feedback (like the breaking change we had to make to support per-part materials) before we focus on optimizing this for full release.
Hi, @sp1980 and everyone
so here is a better example of what i meant by Ability to customize a mesh texture under a transparent Surface apperance,
i am gonna try explain it better right now ( my explenation skills sucks and i am not english so)
but here is what i mean
Mesh with transparent surface apperance:
The changable texture example:
like you can see, i cant seperate the mesh in 2 because its too complicated for this mesh, and its consuming to keep using 2 meshes on each others, with the one with transparent surface appeance and the other one visible with the texture i want
And with this you will reduce the amount of textures in the game, now you need just one surface apperances and 2 materials that you can use everywhere, instead of making for every material and color i want for that mesh a new surface apperance
so i REALLLYYYY hope they will add this soon, it would make the update perfect
and maybe also add more values for transparency in surface apperance than just 0 or 1
and maaaaaybe, i would be really satisfied, the ability to change surface apperance colors
can we have a material like this?
https://www.reddit.com/r/roblox/comments/ets277/removed_textures_from_water_to_make_a_nice/?utm_source=share&utm_medium=web2x&context=3
any thought on this?
I really hope they add this as soon as possible
i also forgot to mension that it would be really cool to add the ability to change studs per tile per part.
Ohh now i understand these new features, This is an amazing step to the roblox platform! Amazing.
Oh yes! Changing the colors would be very nice, but it’s up to them
I’ve actually tried that on my own, And the results are, Disappointing, Roblox make water wavy for a reason, SSR wont truly mimic light reflection as the light behind you wont even reflect, Even the pillar that is just above your fov will be gone, In order to use that, Delete the normals texture of water in roblox app and add a flat normal, Change the default water texture to a Cyan color.
Yes studs per tile is really important
Ye actually thats what i really need, so i dont have to make multiple textures per material that i am using and it will be nice in combination with material service
I hope they add this as soon as possible
Ye i hope they will add these feutures mentioned by @Sketch_RO
i really need those for my project
Looks like we’re not the only one whom is suggesting good stuff, it just depends on roblox.
I think Roblox is finally starting to head in the right direction developer-wise, We have always wanted options and we are finally getting them.
I have a few questions:
- Will we get a grass overhaul with a vegetation system (multiple grass types and mixing between them)
- Will we also get a water overhaul with custom textures (Ripples, Foam, Water Flipbooks, Noise customization, etc)
- Will we be able to flipbook our materials for more detailed effects?
- Godot 4.0 is getting a feature called “Screen space Indirect Lighting” as well as the other features its post-processing has gotten, Will the Roblox engine get features like that?
- Finally when wind ships will we get toggles for things like a water modifier, cloud modifier, or grass modifier to control what wind will affect.
Where did you get the info for the water overhaul? I don’t recall there being any mention of such an update.
Edit: Just realized it was suggestions
I would be incredibly surprised if they actually reply to this. But anyway I doubt mobile devices would be able to handle Indirect Lighting.
Default Materials Update so far: (So far, mostly PBR and scaling has been changed, though brick seems more consistent now.)
Old:
Not many changes, but they are noticeable!
(Note, this is just using the FFlag, and could be inaccurate. But I do think the changed scaling looks good.)
Im aware mobile probably cant handle it so If it were added I’m assuming it would be disabled on mobile.