This is quite a bit to read but well worth the time!
As expressed in the “Future of Avatar | RDC 2019” video on Roblox’s youtube channel (at 17:00), it was mentioned that terrain would take on many appearances which would in itself create the “Roblox Multi-Verse”. The plan was to allow developers to have diversity amongst their game’s visual appeal. Many games rely on the classic textures for various reasons, forcing the materials to be changed is not an option in the slightest needless to say.
Here is a screenshot from the youtube video :
Suggestions :
What if the terrain instance was given a new property, “Terrain.Style”? This would provide a drop down menu allowing developers to choose the specific material style-pack they would prefer using for their game. “Terrain.Materials” aka “Terrain.MaterialColors” could be called “Terrain.Colors” instead, of course this would function as it normally would; though it would generate a list of materials to color based on “Terrain.Style”. Not only would this separate the styles but it would also give developers the freedom to choose which materials they want to use. This would also be prep work for terrain customization. Since terrain will be customizable in the future (which would allow for more freedom/control) I believe this would be a great way to go about it. Not only would the drop down menu show the Premade Style “Archetypes”, but it could also display user generated / subscribed style-packs! Developers could manage their own premade style-packs as they would any other assets from the creator dashboard. Groups would also require the ability to create styles-packs of course.
Decal configuration should get a few updates to allow developers access with managing PBR settings instead of relying on SurfaceAppearance. Not only for more control as a developer since not everyone knows how to script or use the command bar, but also to reduce the instances being made due to SurfaceAppearance. The properties can only be changed by script/command-bar anyways so this should be a bonus! Texture objects / Parts / MeshParts can be given a new property as well, “PBR-Enabled” a boolean, to toggle if an object will display at high or low quality, since users wont be able to manage Roblox’s PBR settings or other user-generated style packs any other way, this would be very useful!
Style-Packs / Material-Packs
How would this work? As far as I’m thinking, there would have to be a new tab on the creator dashboard named “Style-Packs” or “Material-Packs”. Developers would upload the textures as decals, then the developer would simply insert the ID of the decal into the style-pack and set a name for that material, similar to Attributes but you can only generate a TextureId. Of course there would / should be a limit to how many textures will be squeezed into a pack, I would say 50 is a fair amount if not more. For some users having only 1 style of a certain material can be a pain and restrictive! So allowing for many materials to be inserted would make things a lot better such as having multiple grass, stone, wood materials! Having it this way would also allow developers to share(optional) their style-packs, users could “subscribe” to a style-pack and have access to using the style-pack made by other developers much like plugins. Subscribers do not edit or maintain the materials / textures; it would be up to the developer(s) who created the style-pack to edit any material within the pack!
This would be great for beginners to the platform too, after all sharing is caring!
Also, when a developer interacts with the “Terrain.Style” property they will be shown a list of Roblox’s style-packs + their own custom style-packs + subscribed style-packs! This could be shown as a grid similar to the new Asset Manager in studio!
Opinion :
On another note, I personally don’t think the materials should differ too much in a single style. Currently the new materials give off a cartoon-ish and realistic look at the same time instead of aiming to showcase a specific style. This may pose a problem to many developers when they find themselves at a stand off from disliking a specific material. Along with that, the new materials don’t mix that well; especially on simple parts. Instead of trying to please everyone under a single set of materials why not get started on different material presets/archetypes? It would be a lot less messy that way I would assume. Not to mention how satisfying and refreshing it would be to see true diversity over forced terrain materials! There are many great reference images out there and I’m sure this could be a lot better!
As for the coloring, maybe the materials should be black & white? To allow for a wider range of coloring, “color freedom” that many developers rely on and love! Though some materials may require coloring in certain areas, such as lava’s lava, the stones may be colorable from a black and white overlay but the lava wouldnt have the same luxury.
One last thing, it was also mentioned in the same video that the other goal was to combine the roblox terrain and roblox avatars to coordinate? Is this still going to be a thing?
That’s all I have to say & thank you for your time!