New Terrain and Parts Built-In Materials - Release Build

Thought again, it wont load all of the old ones, so if a game is using just a few of the old ones, it still wont take that long to download… Also 4G speed (At least for me) is like almost 100 Mbps for download, and that’s like almost 10 mb a second

will a decal work as well if youre using it for the old materials

btw is everyone making textures of the old materials so people can continue to make their buildings have the old materials once the new ones come out
oh and the fact that roblox made this a forced update when on the last announcement they promised it wasnt forced

@Sorcus I feel as this would be a perfect way to introduce new materials, giving options in a tiny sidebar.

Messed around with the new materials today and thrown together a scene, this actually looks really cool!
image

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I do not think that is a good idea because it would be 2x more materials in the material tab. They should add a legacy textures settings and if it is on you have new ones if off you have old

Maybe if some materials weren’t a complete overhaul and just looked like a refresh of the current materials, you could release those as the new textures, but for the ones that changes the look of the old materials drastically, you could give it some sort of special name that still differentiates it from others, like polished wood or something. Many people may still use the old textures, if given the choice, so if we want to expand on creativity, we could just use both, or even just rename the old textures, but that may cause some issues with scripts unless you only change the drop-down in the properties tab and keep the Enums the same but add new values. There are many ways to approach this, and I hope to those of you who are working on a work-around/fix can figure it out. Thank you for your hard work and dedication.

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Oh, messed up with my reply, check post New Terrain and Parts Built-In Materials - Release Build - #1400 by Kyxino for my reply.

Decrease the values of Ambient and Outdoor Ambient. That’s what Roblox said and it most definitely works.

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In this case, only asimo and a few others agreed with Roblox, so they can’t afford to lose everyone else. Even @xiayurei and @AerialsAbove who are highly ranking in Shiguto and RAR respectively disliked this change.

I do agree that getting Roblox to change their mind takes a lot of effort, time and manpower though, and this shouldn’t be needed.

Because of the way Roblox works, if you’re thinking of a toggle, at that point you should just have both simultaneously coexisting.

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I only like the wood piece. I think everything else is not good.

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No, a texture will, but be aware of performance issues.

Yes I agree, new materials shouldn’t replace the old, they should add on to it. Something like calling them version 2 of the material could work, and adding them to the list with that name.

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SurfaceAppearance instances don’t work on Parts or Unions though, only MeshParts with good (non-degenerate) UV mapping. Even if you use a MeshPart with no MeshId as a brick, the SurfaceAppearance won’t tile, it will stretch because each face of the part is mapped to the UV unit square.

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Honestly mildly annoyed that the wood texture no longer randomizes itself. It results in things like this. I believe this also affects brick.

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Also, those textures have missing blue channels on the normal maps, which therefore makes them completely unusable.

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I think the assumption was that you’d re-encode these textures as PNG and upload them, not use them directly from the content folder. Even then, you wouldn’t be able to create the original look because a number of Roblox’s current materials are not just ordinary seamless textures, they use Wang tiling to blend them seamlessly while still allowing for random variation.

That said, I would like to see SurfaceAppearance get extended to work on regular Parts, and for it to gain the OffsetStuds and StudsPerTile properties of the Texture instance. If you could just tile your own PBR brick or cobblestone (or whatever) onto any part, this whole update drama could just go away.

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And that’s what made Roblox listen. They were about to disregard the feedback they got on the last topic, but luckily everyone spoke out against it and convinced them to alter course.

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I think what most of us are angry about is the fact that ROBLOX doesn’t care a crap about what the community thinks

I think its more of a thing where, because roblox is “forcing” the update, people feel out of control leading them to create biased conclusions in attempt to re-establish their sense of control. Its rly immature and irritating.

Also watch your words.