New Terrain and Parts Built-In Materials - Release Build

No. We want to be able to use both sets simultaneously as they both run off the same engine. Anything less would be an insult to developer creativity and freedoms.

4 Likes

If you’re going to have both Legacy and New materials, why not just use them simultaneously? There’s no need for a toggle if you’re going to have both readily available.

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Mayhaps it could be a dropdown menu that allowed users to select:
[Updated]
[Classic]
[Merged]

A check mark under the properties tab that says something like “use legacy material” would be fine, just fine.

While Im on the topic of properties, one that toggles the visibility of transparent parts through another part. Glass is unusable because you cannot see many other transparent parts through it.

working transparency function for forcefield so you don’t have to put multiple parts over each other to get a more opaque forcefield

The reflectance property does work with new materials, which is annoying for things like metal which are far too reflective.

another material similar to neon but without as much glow and with more options for color would also be nice, or just a number value for how much neon glows

2 Likes

It wouldn’t :man_facepalming:

The whole point of our opposition towards this being a forced update was so that we were given the opportunity to be able to use both sets of materials simultaneously.

It makes absolutely no sense whatsoever to have both sets running under the same system under a completely gated-off “one or the other” system, and it would put the pre-existing materials at risk of removal should an intern decide it’s a good idea in a couple of years because the toggle is labelled “legacy”.

Limiting developer freedoms for the sake of limiting developer freedoms is unacceptable.

3 Likes

I disagree. :man_facepalming: :man_facepalming:

Should you be unaware, lists are long. To put that in to perspective, this:

is the current list of roblox materials

Plastic
Metal
Ice
Marble
Glass
Wood
Corroded Metal
Brick
Pebble
Forcefield
Wood Planks
Diamond Plate
Sand
Cobblestone
Slate
Foil
Fabric
Smooth Plastic
Concrete
Grass
Granite
Neon

Now, lets add new materials as well as those mentioned in the material expansion, the terrain materials, and 5 more spaces as stated here they intend to continuously release materials.

hypothetical list of materials

Plastic
Legacy Metal
Legacy Ice
Legacy Marble
Glass
Legacy Wood
Legacy Corroded Metal
Legacy Brick
Legacy Pebble
Forcefield
Legacy Wood Planks
Legacy Diamond Plate
Legacy Sand
Legacy Cobblestone
Legacy Slate
Legacy Foil
Legacy Fabric
Smooth Plastic
Legacy Concrete
Legacy Grass
Legacy Granite
Neon
Metal
Ice
Marble
Wood
Corroded Metal
Brick
Pebble
Wood Planks
Diamond Plate
Sand
Cobblestone
Slate
Foil
Fabric
Concrete
Grass
Granite
Asphalt
Basalt
Cracked Lava
Glacier
Ground
Leafy Grass
Limestone
Mud
Pavement
Rock
Salt
Sandstone
Snow
Thatch
Wood Bark (Pine)
Moss
Carpet
Tile Surface (ceramic)
Marshland (dense/sparse emergent)
Leafy Dirt Ground
Snowy Grass
Jungle Floor
Snowy Rock
Dried Leaf Ground
Gravel Ground
Plains Grass Ground
Stucco Plaster
Cardboard Paper
Painted Metal
Iron (refined)
Diamond
Fur (short hair)
Rubber
Full Grain Leather
Denim
continuously releasing new part and terrain materials slot 1
continuously releasing new part and terrain materials slot 2
continuously releasing new part and terrain materials slot 3
continuously releasing new part and terrain materials slot 4
continuously releasing new part and terrain materials slot 5

before it becomes an issue, swap the word legacy with new
Now, if you were unaware, that is a much longer list that would be a living hell to navigate. As I recall, they stated that they were going to update the way you apply these materials as they were also aware that that list would be a living hell to navigate.

I have concluded that a list that resembles something more like the half-life weapons selector UI would be a logical step in the name of organization

However the word excessive comes to mind.

If you were also unaware, a check mark under properties it not limiting your freedom. Its a check mark under properties.

After reading your reply for the 4th time to explain every issue I have with it (and also the rude :man_facepalming:), I have come to the conclusion that you may have assumed that I meant a property under workspace, and not under each individual part, however my previous points stand.

I would also like to add that roblox does not like things that are “too confusing for new players” which I find my solution to not be.

4 Likes

New textures look insane in my game, I hope this gets released soon!

1 Like

Can you please just give us a better reason on why we can’t have both the old materials and the new materials in the game?? I mean it’d just be easier to place both into the game and make both parties happy. I just want to know why you guys cannot do that. I enjoy the new update, but it is going to ruin my games, and I’m sure others are feeling the same way. At first it sounded like you guys were going to make it where you can use both but that is really annoying that you aren’t going to do that. :confused:
I mean yes, whether the new or old they both will take long loading times depending on the computer you use. And yes we’re happy we’re running a market now, but you’re replacing choices instead of adding more choices to make more creativity.
Or can’t you update the old materials to look the same, but have less loading time/pixels. And then add on the new materials on the side? There’s many options to fix the long loading process, that can be and don’t have to be challenging.

3 Likes

It should be unnecessary to provide both sets of materials if Roblox is stylistically faithful to the old ones when creating the new ones. What are the odds that can be pulled off?

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Is the opposition to the new textures a vocal minority? I think the change will be fine. I remember when materials were first released in 2009; The platform has improved with each change to materials since then.

It may still be a good idea to implement tileable / compositeable PBR textures though. This way unhappy people can get the old look using a plugin. It may not tile exactly the same way, but compositing would make features like CorrodedMetal’s orange overlay work.

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I agree with this. Seen the opposition toward it, but the positives of having both on simultaneously far outweigh the negatives.

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I never completely denied it, I just said they have a tendency to stick to their original vision.

This. Not only because you can get the old look, but because you can create your own! Only textures behave somewhat like this, and are completely outdated with the new MeshPart and PBR workflow, lacking UV unwrapping compatibility and any of the normal/roughness/color map properties of PBR.

Currently it’s impossible to have full live customizability using PBR, like say if you wanted your players to be able to customize the color of their car, boat, custom avatar, gun, etc. Opening up a custom equivalent to built-in materials would give developers much more freedom over the visual look of their game, and while custom “materials” might not perform as well as the built-in materials, they could really complete some games on the platform. Even just having a color property for SurfaceAppearance that shifts the ColorMap would help a ton, as this thread proposes.

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This should’ve been the goal from the beginning.

Minus slight colour variation, the RC (release candidate) Wood and WoodPlanks work well in practically every scenario the old ones were used. Why can’t all of the new ones be redesigned the same way, whilst being faithful to their predecessors?

If Roblox had realised this early during the development stage, there would not have been swathes of negative feedback. The currently-proposed materials have barely changed in terms of anything but removing colour-baking from the original preview build, and are completely inadequate for existing games.

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There were comments on older topics showing people demonstrating how to do this. Too bad Roblox saw nothing.

Please update grass and ground, and add a short grass material.

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I would rather deal with a long list than have to force one or the other. They could make it like this:

But with the textures.

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How come roblox is so limiting? Like come on. Point lights max distance should be larger, we cant have custom terrain materials, particle rate limit should be higher, we cant implement custom shaders, I could continue the list. And how come roblox makes stuff that looks incredible, but when they release it its not as cool as when they showed it off? For example, PBR used to have the ability to control certain maps, made the material repeat, and other values. How come in the official release of PBR we couldnt do anything but change maps and transparency? Its very stupid. Why not give us the option to change the Metalness, Size, Color (like on decals), Roughness, Depth, ect. Just putting it out there that the roblox engine is quite limiting. Don’t take this as, “oh roblox is lazy, roblox bad!” Because they arent. They simply slack in some areas. They do a pretty good job in most areas. Roblox is a growing platform and has lots of room for improvement.

5 Likes

Okay I must have done a really bad job of explaining what I meant as a checkbox under properties.

cough

Here we see the properties of a basic part. I opened a baseplate and created a part for this. As you can see, I specifically chose the “Appearance” section of these properties. My hypothetical “Use Legacy Material” property would go right under the “Material” property and have a checkmark.
image

I really hope I conveyed my point well enough, but just to be sure I specifically mean for the property to be under each individual part and not under “Workspace” or “Lighting” so every single part in the game is affected.

OHHHHHH I thought you meant globally! I’m so sorry. But yeah I agree with you. There should be a legacy checkmark.

1 Like