Slate has been nerfed from the godly all-purpose rock & building texture to just ‘old wacky concrete’
Granite has been nuked from orbit
Grass makes me want to puke because it won’t work with triangle terrain and using it for leaves is redundant now.
What the hell do we do with leaves now?
Are we supposed to use only Plastic and Smoothplastic like it’s a simulator game?
Seriously do not like this update in the slightest. Optional, compatible, or bust.
Before yall bootlickers reply to this, I want to make it clear that I don’t really value your opinion on the aesthetic value of my builds that I made to my standards. These textures are good if you don’t have to go through and convert everything, but because people such as myself will it is unacceptable.
This option would be cool too, and I honestly just don’t understand why they won’t take the time or small performance hit (if there actually is one thats noticeable) to do it. Especially when so many people including myself have spoken up about wanting the option to keep the old in some way.
Unless this reply is sarcastic and I am just dumb. Its like past 2:30am here and I am running on a glass of water, and the internal rage of a hundred scorched beavers whose dam just got lit ablaze by a roman candle.
I’d like to make this very clear that the administrators shown in the image above very likely had no say in the decision making. Don’t kill the messenger.
Oh, yes. That was months ago before they’d fixed the issues with the new materials. I’m now confident that an explicit switch is not necessary and that people are quite overreacting.
Incorrect. The terrain folder has to be accounted for as well. Therefore, the pc folder totals about 115 MB uncompressed, so adding both sets could increase it to ~250 MB. Nobody wants that.
There’s a lot of suggestions I want to give regarding these materials.
The concrete textures are a bit good for indoor floors and warehouse floors, BUT they look awful for buildings and roads. The old concrete gave it more of a rough look, with dentures, holes, tiny cracks and a lack of reflection that made the original textures work perfectly. You should make two alternate versions for concrete; “Smoothened Concrete” (aka the current one), and “Concrete” (a rougher looking one that more resembles the original concrete.
The old concrete is filled with little holes everywhere, giving it that evenly rough look. The new concrete texture has uneven dark spots all around it, which makes it not a viable option for buildings AT ALL. pls fix
Also, metal is WAY too shiny, please give it more of a satin/matte reflection than it has right now, or please tie it to the Reflection slider.
I actually thought that way, so I upgraded one of my showcases made of concrete to it. Little did I know it would actually bring it closer to the real-life edition.
I can agree with you in regards to sand and the like, since that’s definitely not the originally intended use, but grass definitely needs either a rework or a “dry/dead grass” variant. The current grass looks way too smooth and wet - even with Brightness levels set to 5 it is still incredibly wet-looking.
There are a shocking number of posts in this thread where developers are just ripping on the new materials without even bothering to turn on PBR or adjust the render quality settings in the standalone Studio build. So many screenshots in posts here were taken with Studio at such a low render quality level that there isn’t even antialiasing on the part edges!
If you’re not going to enable Future lighting, zero out the Lighting ambient settings, set Environment Diffuse and Specular to 1.0, and set your edit quality to 21, then you’re not seeing what the new materials really look like at all. You’re seeing a bad contact paper version. You won’t see normal maps or have anisotropic filtering on the textures if you’re on a low-end PC and letting Studio automatically set your quality level, you have to open the Settings->Render and set quality level manually to 21.
This, BTW, is what the new diamondplate looks like, it’s not grey plastic:
If you need to use Future lighting just to see materials properly, you have other issues to worry about in the first place… A lot of developers mentioned this exact issue with the previous thread, and they specifically didn’t want to enable nor use Future because it’s more expensive, especially on low-end.