Material Service Beta Updated with Per Part Custom Materials + More

It would be awesome, great, brilliant to have an unseen power of changing AlphaMode for MaterialVariants.

Of course, we can STILL use a classic method of Humanoid + MeshPart with SurfaceAppearance slapped onto it, but then this update is pretty useless in A LOT of cases. Seriously, I could use this in a load of stuff.

I guess no mortal will ever get their hands on such a magnificent source of power.

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Will shader materials be added?

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I’ve noticed a few problems with some of the custom materials I upload, I get an error
Failed to upload asset rbxtemp://0 stone_brick_wall_001_arm_4k.jpeg
and I have only been able to replicate it when i use stone brick wall 001 on polyhaven.com, as well as concrete brick wall 001. I have looked at some of my other textures. while almost all have worked I have only recently noticed that they only are saving the normal map. while on the other hand, I used a wood texture as another material and this was able to save all three texture maps. I am unable to replicate this other than with my own downloaded textures, I have tried redownloading the maps as well moving them around, checking the resolution, and it seems to be random. does anyone have any insight into this, I am completely blown away and I have no idea how to look into this

I’m so exited for the updates to get pushed to games! I made some awesome textures and can’t wait to see them in-game :smiley: :+1:

Change 1 pixel. Or change the brightness by +1%

It would be intriguing if they added the ability to change the physical geometry of Terrain rocks and Basalt.

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Will we ever get displacement maps (and/or height maps) and ambient occlusion maps too? (would also be nice to have it for surface appearance)

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We already have normal maps which work better, so this isn’t needed.

That isn’t the point. Normal maps just give surfaces better looking lighting. Displacement maps actually displace geometry as you can see here (compared to a normal map, and yes I know its a bump map but technically the same thing still)

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What you’re referring to is Parallax Occlusion Mapping or Tessellation, height maps alone don’t do much.

Oh I thought you were talking about displacement maps. Other than that though, height maps are used for large scale displacement, while displacement maps is for smaller displacements. Even if height maps weren’t added I would still love to see displacement maps. Imagine the possibilities (and realism).

Seems like Material Service Beta is now public? I mean, when I get in game, not the studio. I do see the custom materials!

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Same for me! I even tweeted it out

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They’re the same thing just used for different purposes. Both are grayscale images that are used to determine height based on how white a pixel is.

i also wanted them to add paralax mapping but i thinkk that would be expensive for the engine

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Lol yeah, honestly after they finish up these bigger updates they should put all resources into optimizing and fixing the engine. It needs it. After that, proper displacement maps would be sick for this update.

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ye like why dont they listen, i feel like they are just ignoring this post, while this is one of the biggest features we need, especialy for pro builders.

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Keep in mind displacement maps change the physical geometry of meshes, meaning it would like decrease performance heavily unless they somehow implemented a vertices/recommended vertices limit for it. I would love to have it to though.

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It would also be nice if they’d fix smooth terrain water and how it reacts with Terrain. ROBLOX also needs to add Terrain and Mesh Emissions maps so we have glowing meshes as well as glowing terrain materials such as Lava for reference. It would be far better than having to use arbitrary or improvised methods.

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Did something recently get changed with the new materials as parts are suddenly appearing far brighter?