New Terrain and Parts Built-In Materials - Release Build

I was looking for a legitimate answer with evidence. Not an opinion

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They really don’t. They refused to allow manual placing of indoor environment maps/probes because “not realistic” when the dreadful automatic system is less than satisfactory.

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Another thing I’ve noticed. Some supporters argue that “well, you weren’t using these materials correctly anyway, why would you make a bed with the sand material”. As I see it, there is no such thing as using a resource or a tool incorrectly in creative work and making a game or “experience” is certainly a kind of creative work. It could be compared to telling a writer that they can’t use a certain word in their book or banning a jazz musician from using a specific lick. They can find a workaround or use something else in its place, but it will no longer be the way they intended it or it will look out of place.

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Dang. I also was disappointed with the env maps. It was only a skybox that had to refresh often

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Oh. In that case, yes… sometimes. When Roblox makes a decision, they usually stick to it and only take minor recommendations that have little impact to the direction of the update.

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Exactly! In fact, what if we don’t like these materials and want to stick to the old ones? Not everyone here likes them.

Although the addition of the materials are definitely a welcome change, literally throwing the former ones away is just plain nonsense.

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Now I see why people are getting so mad at an update that is a month away. They were assuming that roblox wouldn’t fix the problem

neon and smooth plastic don’t use textures so it wouldn’t really help download size to exclude them.

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The SurfaceAppearance object’s performance impact is so severe it is by definition bloatware, yes. If you are able to view your FPS (use an FPS unlocker if you have a super computer) you can see how big the impact is for yourself by taking a random decal from the catalog and putting it into an SA object that’s in a MeshPart.

also, do you not realize that the old materials looking strangely reflective when using the new image based lighting etc was a symptom of how old they were?

You have no source for this. Regardless, bump maps are bump maps, UV maps are UV maps, etc… A texture does not simply become ‘too old’. Look at Roblox’s wood material from 2009 for example, far more detailed (and advanced in terms of repeating/variance) than today’s wood material. I don’t think you’ve looked at the before and after pictures shown in this thread, this change has actually threw what little realism there was completely out the window.



Top is new, bottom is old. Very shocking. The wet mud look has actually worsened when compared to the ‘outdated’ materials. Also note the extreme loss of depth and detail in the rocks.

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Honestly I like the wet mud look. It seems more natural (to me). I agree with your statement about the rocks though.

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Already made an archive. I also explained how these textures can’t be used in their current state.

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You’re completely ignoring what I’ve said about how long it’s going to take for developers to completely refit their games to work with these new materials, and how is an old game going to use custom materials when it doesn’t get updates?

And, one thing, 2 out of the 3 problems you bring up are easily fixable by just adding the materials as “NewWood” or “NewGrass” or something, or just having them as default custom materials.
And sure, it will double texture folder filesize. And it’s such a big problem that a 44 mb folder is being doubled in size.

It does NOT make sense for Roblox to move forwards with this new set of materials. It completely breaks just about every game’s look and feel, and half of the games it’s breaking can’t be fixed back.

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Not to mention that some looks of the old materials are simply irreplaceable, like the granite, sandstone or pebbles

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A nice addition. However, I much prefer this being a choice for developers, more like a toggleable feature, or maybe make it co-exist with the old textures by just renaming the old ones by “LegacyConcrete”, “LegacyGrass”, etc.?

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Instead of a toggle, why not just keep the old wood as wood_legacy, etc… with the naming, surely with our modern technology in compression better transfer rates, the size increase of keeping the legacy materials would not be outrageous.

That’s what I said. I said they should just be added to the same set.

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Honestly, a huge problem I found with these new materials is their lack of reusability. For example, people used sand for things such as bedsheets or curtains to make it look wrinkly, or used it on a wall for a nice pattern. Grass was also used for vegetation in general instead of being used for purely just grass. The old materials were great for multiple things.

With these new materials, much of the reusability is gone, which is why it has sometimes completely destroyed the existing look of current games.

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While these new materials are… interesting, this should not be a forced change that replaces every single texture outright. Please make using the new materials an OPTION, not a requirement. It’s not difficult at all to allow legacy textures to coexist with the new ones.

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Kinda hard to change the material when every single material has lost its style. This developer obviously had a set style and it has been ruined by this forced update.

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This should not be difficult to do at all. Roblox is too lazy and won’t implement something like this unless this update has massive backlash.

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