New Terrain, and Parts, and Built-In Materials, Oh my!

OMG THATS OP!

i love it a lot!

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You can’t opt-in to get these yet, you have to wait.

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Reminder to everyone reading - THE OPT-IN PROCESS FOR THE BETA RELEASE IS NOT UP AND RUNNING YET, please wait for a further announcement.

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Thank you for roblox! I finally happy and excited about this update, I have suffered so many times from using default roblox material and now… This is just great!

image

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This is epic, Roblox makes cool updates these days. This topic gave me lots of inspiration either. For my next showcase game.

carbon fiber would be good for all sorts of things including cellos!!!

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Please gravel terrain, for the ocean floor.

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This is exciting! Adding a lot more materials to Roblox will make it a better platform, great work.

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Please categorize they as “bricks types”, “grass types” , “other types” if you can that will make it easyier.

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Can there be an option to turn terrain into low poly terrain?

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This is great! I’ve been waiting for a terrain update like this for a while now.
I am glad Roblox is adding more materials to the studio!

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Yeah, hopefully they can make custom textures that players can customize and sell them, someone will make a smooth plastic texture

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God damn S t o p, you can’t opt in.

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Has this update released yet? I’m not seeing any changes to the terrain and my development team can’t wait for it to release

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Sadly no, it has not been released yet

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This is really cool! I can’t wait to use this soon! :smiley:

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I’m excited too! :cowboy_hat_face:

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Oh I didn’t notice the overlays. I only tried to blend grass with sand and it didn’t look that striking. I meant the oddly sharp edges that they showed in the screenshot transitions.

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I do wonder if the displacement/tesselation, and the LoD stuff in general will have any changes. Terrain gets “low resolution” quite quickly.


This might sound good for rendering performance, but the visual quality just suffers too much in my opinion. To make stunning visuals I currently have to spam some of my own mesh rocks over the terrain to keep the details crisp from a longer distance, but those meshes must then look detailed up close as well.

The new textures will let me put more of my bigger rock shapes on the terrain system, but Im not sure if it can hold them. My geometry is still the densest in the distance, so I think its just a question of how the detail is used there to retain those rocky shapes.

On a side note - texture orientation. Rocks, gravel, rain/weathering or water on a beach, they always flow downhill, even on slight angles and cause changes in texture. Currently theres like those side textures that appear after a 45 degree angle, but the textures are currently mapped onto the terrain in random orientation. This quixel photoscan demonstrates quite well how an angled surface should look:


In my terrain you could see how it looked when I tried to “paint” such an effect onto the terrain, but it ends up looking more like a texture mess than the effect of rocks rolling down the hill and leaving a trail of gravel behind.

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I’m excited for this update. Imagine how easy it would be to code an ocean that goes on and on forever if water terrain can be coded like a part. It’d be as simple as firing the client to get to the client to frequently update the terrain part’s X and Z coordinates to match that of the player’s HumanoidRootPart X and Z coordinates while keeping the Y value constant in a Vector3. All you’d need to do is weld the water to the ocean floor part and make it all look like it extends forever within the camera window.

Creating landmarks and scattering them about, then having reasonable checks to load them in on the client whenever the client is near them but not in range to see it happen would make an open world ocean game doable for intermediate scripters.

Hope this gets added soon!

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