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.
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.
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
We decided to include all variants in the material variant dropdown to make it easier to switch in between variants rather than having to look up which base material you need in order to get to a material variant. The text input will autocomplete for you, or if you have the combobox open, you can type to filter if the amount of material variants you’re sifting through is getting out of hand.
So, I want to ask, could we get the organic tiling option for normal parts? It would make natural materials look a lot better, since the default tiling is really bad on them.
Yes my grass texture look really bad, Also have an option to configure the random organic tiling, Such as size of organic tiling in part, Because if the stud per tile is too small it will not tile “beautifully” and I wanted to be able to tile high res texure
Just realised that clicking on the MaterialVariants also changes the BaseMaterial, thank you for clarifying this!
Would it be possible for any clarification on this question? Rather than having a seperate Color property for different materials, I’d even be happy with just having segments of the material be a static colour
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
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.
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.
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?