This is now our final planned pre-release build to showcase the visual changes and improvements for these shaders. Next, we will shift our attention to QA so that we can prepare to release them. Thank you again!
Does this mean you are no longer going to look at any sort of feedback? Please tell me otherwise, as the slate and snow materials are absolutely game-breaking in terms of visual appeal, with no alternatives to use. Please do something about this!
I’ve read through a ton of replies and I think people just have nostalgia glasses on. These new materials are fantastic and definitely a breath of fresh air.
It’s forced, but it seems like they are looking into the remaining issues and will hopefully iron them out before proceeding with pushing them onto all clients.
Well, it’s good to know that you lot are actually reading feedback - well you anyways.
Also, it would be cool to see snow have a glitter sort of thing when light is on it. That would look amazing if you added that.
No one is saying most of the new materials don’t look great. People simply don’t like being forced to switch, not to mention that many of the old materials have use cases that now are empty, with none of the new materials fitting their roles. And of course then there are some games which used the old materials as their selling point.
This has indeed happened before, but the previous change was well thought out, with the new (back then) materials fit the same roles as the old materials.
I’m glad all hope for changes to this update is not lost yet and I greatly appreciate that you are still looking into this. I think many of us do as well.
as I already said, they’re likely just storing grayscale maps in R, G, and B channels. Many games do it. They probably leave out the blue channel of the normal map as well. I haven’t looked at the files myself yet, but it will probably take like 5 minutes of fiddling with to figure out.
It makes sense that the blue channel isn’t in there, because isn’t the blue channel used for Ambient Occlusion? Or so I’ve heard. As I was saying, it would make sense, at least to my logic, because to my knowledge Roblox doesn’t support any type of AO mapping.
When you say proceed, do you mean in terms of choosing whether or not to continue to allow usage of the old materials, or do you mean modifying the new ones? If you don’t have a concrete answer that’s fine, but if this hard-push for the materials is staying, I’d rather not get my hopes up by mistake.
no, the blue channel of a normal map is not used for ambient occlusion. for tangent space normal maps which Roblox and basically everything uses, the blue channel can be generated by the engine.