New Terrain and Parts Materials Preview Build! Oh YES!

The new metal in this build looks godly. The onlt thing I have some concerns about is concrete, but, as @A_SquaredAnimations said, use materialize!

I think my past projects will do very well in this update, and will look significantly better.

Excuse me, what is QA? I’m excited for these new materials and I’d like to see them out quickly.

I believe Quality Assurance testing is what QA means.

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I agree with this wholeheartedly.

Also because i don’t want my creations’ clothing to look like it has stones embedded in it

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Plastic still is inconsistent with texture colors, however it’s now much less noticeable. It slightly bothers me, but at least it bothers me much less than how it used to before. (textured parts are plastic just like the untextured parts)


and grass still tiles weirdly:
image
Other than that, I think everybody would agree on having some way to keep the old textures or have custom terrain textures. I think it would also be extremely useful to have a “wet” setting on materials to change how wet things are, making rainy scenes look much more like they have actual rain in them.

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Note that I am only using voxel in the images below because I cannot use Future in my game due to performance impact. I am only assessing material fit in artistic terms so it doesn’t matter.


Contrast / values are looking way way better than they were before, my game looks more or less the same in terms of values as it does with the old materials, thanks for addressing this.

Sand direction is also corrected, planks are stud aligned, and sand has visible detail even in low light, which is also excellent.

I think I would be comfortable with this being turned on in my games assuming tiling and other issues are fixed, (and preferably if the grass texture was changed to be less flat and awkward).


Presumably tiling issues will be addressed last, so I won’t mention them more than mentioning grass and sand tile very badly.

Sand currently feels too busy/noisy, maybe increasing the scale of the texture would help, or reducing how dense it ripples if that's easy to do.


Granite still looks completely different and throws off the look I was going for with my foliage.



Ice and snow are still visibly blue tinted, when my skybox is more orange than blue.

A lot of terrain-matching textures are also fuzzier and lower resolution than part textures, which looks pretty terrible.


To plug these again:
This feature request would address likely all problems with material textures having baked in color, from grout lines in bricks being too bright or dark, to corroded metal being too niche and specific to be useful to most developers.

This feature request would also totally address all problems with materials being too intense, not shiny enough, etc. or generally just not flexible enough.


Really like how this guy looks.


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This is difficult to carry out.

The textures folder exceeds 100MB in size, so adding another would create lag for the secondary storage.

However, I agreed with this, and I’d be interested to see how the issue is tackled.

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Is it me or the new terrain materials look so bland, boring, overly realistic and overall just not fitting?

I mean, look at this fun and amazing photo using the old materials!
fun
They blend in, have better colors, and are not intensely realistic.

Versus, the new bland & boring materials.
boring
Out of color, very realistic, non-blending and discolored. Just doesn’t fit.

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I think that discolouration is a change in lighting style, rather than the materials themselves

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One other thing to consider that in 2013 when Roblox last changed its materials, parts of the material configuration (old ones prior the change) were actually baked into the client itself rather than being separate files, and these still existed behind a FFlag when the current ones were first introduced (November 2013 studio if anyone’s curious). So having both sets can be done.

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Environment / Lighting or not, I think the terrain materials need some work before being released. In my opinion, they’re bland, overly realistic and don’t quite fit in. I mean look at this.
9fe7a0c4717e28db9e9826a1e1a45b12e4ea8e7d_2_690x356

Some are overly realistic, and some are really crappy. As the one shown above. Here’s one I think looks TOO realistic.

51564743cafe7251b2257c6cfd3c4694b2c2d78e_2_690x275

Doesn’t even look like roblox anymore like @QuackingDuckQuack said, but I know they’re trying to make roblox a more realistic & professional game, espesially with renaming Games to Experiences, or to discover. And renaming Players to Active or People, but I think this is a bit over the limits in my opinion. And yes I’m probably gonna get criticised for saying all this but, we all should be honest when it comes to roblox updates.

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Just so you know the one you showed looks so much better on parts. It is gonna get fixed im sure.


Same thing happens with cobblestone on terrain, though it isnt as bad.

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Hi, we’ll have an update soon. We needed to allow time to collect feedback, and we’ve been going through all of it in detail and having discussions internally.

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I agree, the one on the part looks realistic and really fitting, I can see it being in good use. It looks like it fit’s into roblox and isn’t too realistic or un-realistic, just perfect lol.

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Me personally, I don’t care that much about pavement. If I need one, I can use this:

Anyways, onto other replies:

I guess this works, in theory, Option 1 in the original post is better, because you only need one texturepack. It would still, however, decrease performance in games massively if you had both textures simultaneously.

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I’d bet you there’s no way QA will reject these materials. After all, SurfaceAppearance exists now, and the materials are sufficiently realistic for them to be considered more realistic than the existing materials.

Are you against realism? :joy:

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Lmao no, it’s just some materials can be too realistic or non realistic.

I’m not sure how something can be too realistic, but okay

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weird
I don’t know if that’s dirt, but it’s weird.