New Terrain and Parts Materials Preview Build! Oh YES!

After looking around in the new build for a little bit, I found out that the transparency of glass is not working as it used to. For example, this is set to .5 transparency:
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This is what it used to look like at .5 transparency:
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Other than that, I am happy with a lot of the changes. Slate looks a lot better, but could be a bit more rough.

8 Likes

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I see this “RobloxLocked” property visible in the latest build, I can’t imagine that’s intentional.

4 Likes

Yes Thank you for the Lighter Materials
Current Roblox Material:


Roblox Materials 1.0 with changes in lighting to look brighter:

Roblox Materials 1.1 but nothing changed:

I will say I am now much more happier with this update.
But I Do want the weird scratch marks on metal to be removed as it looks like hair.

3 Likes

Glass with 0.5 transparency looks completely opaque (except the edges seem less affected by AO), where with the current materials it would be nearly transparent
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(only just realized now that someone already posted about this, apologies)

1 Like

Beta 1.1
Part materials have color again! Terrain materials still have a little bit to go.


The cracks in slate are gone, which for replacing the old material is good but I do hope the cracked slate material will also be in the final release.

mad appreciation for this puddle in mud that I just noticed.

please let us keep using the old materials and just add these new ones to the material list.

16 Likes

Would You be able to Send me that Save File as I would Like to see the blocks In better detail.

1 Like

I’m happier now thank u.


Remaining issues:

  • Sand has the incorrect orientation.

  • Wood planks, bricks, etc. are not stud grid aligned.

  • There are extremely visible tiling artifacts.

  • Grass still feels strange and muddy. Objects that sit on top of it don’t feel right.

  • A lot of detail in normal maps is lost when there is no sky light, such as in caves when using Voxel lighting technology. There should be some amount of detail in the albedo to suggest the underlying texture (see sand in images below).

  • Coloration on materials meant to match terrain horrendously reduce how useful they are. There should be a material accent hue property on BaseParts to change the hue of the albedo (rotationally, like a color shift), since these baked in colors by definition cannot match terrain colors if terrain colors have been tweaked by the developer. Baked in material colors seems like a band-aid, and a better solution NEEDS to be found. Without a hue shift feature like this, it is also impossible to have part materials match terrain when their albedo is made grayscale.

Also, I think the granite texture looks way too different from the old texture. My vision is thrown off by how different this texture now is.

Why is smooth plastic darker? Also sand has no detail on Voxel when under a roof, there should be a mild albedo texture to suggest that it is sand.

10 Likes
  1. The grass looks a bit better, but what I still not liking is they seems like patterns and the old one looks more natural, same with concrete.
    image image

  2. Make metal more detailed, it seems more like glass.

  3. Add cobblestone a dark difference on each rock like the old material.

    image

4.Make transparency on glass affect more, right now it’s on 0.5.

  1. I don’t know if this counts, but please fix water and texture bugs when watching them through glass.
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Suggestions:

  • Decoration option on grass parts
  • Cobblestone styles like scrambled and organized
  • Secondary color for lines like cobblestone, bricks, and even wood planks
6 Likes

Thank you very much for solving one of two major issues: Colouring.

On an additional note, have you considered a way to make the new materials coexist/optional/toggleable with the old ones? As we have emphasized here several times

1 Like

In the newest beta build, the terrain version of slate is kind of a mess. It appears to still have the cracks and some weird texture glitching.

1 Like

I hate to do this to you guys, but:

The previous slate you had was much better. The cracks were cooler. The people complaining about your previous new slate are complaining because it doesn’t look like the original slate. This revision of slate just looks like a smooth cobblestone, or some type of smooth drywall/mud texture. I think the cracks and chunks missing from your new stone helped make it look real and organic.

Edit: Talking about the Part Material. It looked like real rock before in my opinion!

28 Likes

So some things i’d like to see happen in some upcoming beta builds of this:

Add emissions to cracked lava on parts. It feels strange not having the red cracks glow.

Fix obvious tiling with the new grass on terrain.

Terrain blending is very sharp which doesn’t look right to me.

Some textures namely ground and leafy grass just feel a bit off the mark. Leafy grass has its leaves too pronounced and unable to blend well with grass. Ground texture feels far too soft in my opinion.

I still would like to see a toggle or some kind of option to be able to keep the old materials, and if possible have the updated materials even be usable alongside them.

I also have a few questions regarding the materials update.

Where are the new materials for terrain and parts that aren’t just updated textures of old ones? Will we be seeing these come soon? Will they be available when these updated old materials are released? Will we see more variety to the list such as variations of the pebble material, brick, wood, wood planks, bark and/or cobblestone materials?

Also a list of the materials that were said to be added as a refresher on it:

  • Terrain/Part Materials
    • 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
  • Part Only Materials
    • Stucco Plaster
    • Cardboard Paper
    • Painted Metal
    • Iron (refined)
    • Diamond
    • Fur (short hair)
    • Rubber
    • Full Grain Leather
    • Denim

Finally a tad off the topic of the above stuff, but still in the same vein, are we still going to see material service be a thing? In which developers can upload their own materials?

Thank you in advanced for reading if you catch this.

5 Likes

Can the tiling rate of wooden planks please be changed so planks are one stud wide? I don’t want to lie and say this is the only thing I want, but it is the biggest.

38 Likes

Imo slate with cracks was still pretty cool. I think slate with cracks should still be kept around alongside with this new one. We should have more variety.

2 Likes

Here’s some suggestions to resolve the complaints about breaking the familiarity:

Keep the new ones while also stacking on top with legacy materials. All old materials from games used previously will be using legacy until updates. This way will combine the familiar and the novel materials.

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I know this can be annoying, but years later many developers rely on this behavior. It would be nice if there could be a separate material that was a fixed version of glass.

2 Likes

Haha, I’m sorry. But in my opinion— no.

Your argument is completely correct, but you might not see it from our eyes. It does not fulfil at all what the original slate does. Sure, the cracks look cooler— but they do not work in favour for the old slate. Textures should not be forcefully changed to match a completely different use.

In my opinion, the first revision of the slate texture should replace cobblestone whilst slate should stay the same as in this current revision update or even more faithful to its original design in the potential next revision update.

This is how both parties can benefit. We keep the more faithful design of slate whilst also having the “cooler” version as well.

7 Likes

Any news on potentially retaining the existing materials as a selection for developers to increase expression and creativity? If the old ones are to be kept in old places as per feedback, it would be pretty disappointing to not be allowed to use them in modern places too.

Some new materials, namely Brick, Wood, Grass, I REALLY love the look of. However, some older ones are ones I would still want to be able to use going forward, and I don’t see why this can’t be allowed for when the developer support and capability to support them will still be there. Some of the newer ones (SmoothPlastic, Plastic, Sand) don’t fit in my places at all, because either of the texturing or being too dark, and I would be pretty sad if I was forced to use them.

EDIT: As an aside, any news on SurfaceTypes not showing on new Plastic? This has been a bug since the start of the beta. Please don’t remove them, developers find them useful as a scale of measurement.

4 Likes

Much better, however, there is a couple of stuff that I dislike still.

One, It would be very cool, if grass, snow, ice, etc matched their terrain counterparts, as that would allow us, developers, to use meshes, and blend them into the terrain.

Heres a example, the snow terrain, and part, have the same color, yet the part version looks completely different. If possible, please have part snow, etc be the same as the terrain version.

As well as this, the fabric has clear darker stripes and tiling, which ruin the look from further away.

||glass transparency is completely messed up, it is very opaque at levels it was previously transparent||

And that’s all, I am excited to see how the materials improve further, and I am very pleased with them so far, just some more left to do, but much better than the previous version.

Everything is a LOT more pretty now! I love the look of marble and slate now.

A few issues still remain that @PeZsmistic touched on:

Wood planks and bricks are not stud grid aligned.

Incorrect sand orientation.

For some reason, someone has spilled hot chili beans all over my wooden paneling and did a pretty bad job cleaning it up!


The BIGGEST thing I’d like to note is that while I don’t appreciate this change regarding wood, I will say that this particular form of wood is admirable.

The biggest thing I can recommend is adding materials that add on to other materials. I liked the previous iteration of slate that was released with the huge cracks, but it shouldn’t be slate. Now that it’s gone, it’s a bit of a bummer given its potential use. What should happen instead is keep the current new iteration of slate, but add another slate-type material that is more cracked like the last one.
This is my same opinion in regard to wood as of right now. The previous form of wood was quite nice, that should be brought back. The current iteration of wood should be kept as well, but as a more worn-out kind of wood material not too unlike the rust material.

Now with some smaller things:
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Fabric is looking good, but it looks somewhat mushy close up. It should have more depth, although I think the idea of having two varieties of fabric material is something people would absolutely clamor for.


No more ghosting! The big issue I still have, however, is that the bricks are not aligned in the normal way they should be.

I think it’d go a long way for devs if it were the case that the new brick materials would connect in this mannerism. As a matter of fact, I think it would be perfect if there were two brick materials: one for tiny bricks and one for huge bricks. Changing between the two would potentially yield the same sort of alignment in texture that people love.
I don’t think the brown-hue variations in the slabs of brick that are currently in the new iteration of the brick material suit it too much. In addition, I think the creases between each brick should be the same as the old one.

Grass is no longer mySims-like!
The big issue I have with this texture for the grass material is that for use on any scale, it feels off. I recommend bringing back the old grass and just reworking it a bit to keep the same form of appearance (scattery and not very uniform) and keep this new grass but as a more hay-like material. The old grass may not work well with trees, but this new grass could. Like I said before, keeping both the original and new shows a great deal of potential overall.
The depth of sand currently is very nice, but the issue in regard to orientation of the sand dunes on the sand material still linger. There should be a sand orientation, like I mentioned before, where it’s more of a scattered all-direction kind of sand texture. A good example would be this:
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And by having that instead of the new sand material, there can be two kinds of sand orientations the player can use as materials: one that is puddle-like and the other that has the current beta iteration kind of deal going on but in a horizontal or vertical orientation instead.

In short (tl;dr):

  • New beta slate is good, but old beta slate should also be kept as a more worn-kind of slate.
  • New brick is good in terms of coloration, but old brick should also be kept for size variety of slabs. Tone down the discoloration of the slabs on new bricks. Fix wooden plank alignment with studs.
  • New beta grass is good, but it should be renamed into hay or something. Bring back old grass too.
  • I want the chili sauce off of my wooden panels. New beta wood is good, but so was old beta wood. Keep both. No harm in different variety of wood anyways.
  • New fabric is questionable, could be kept. Old fabric had more depth. Bring back both for fabric variety, there’s a lot of people here who don’t realize how nice it would be to have two varieties of fabric in terms of materials.
  • Sand orientation is icky, fixy fixy pls. Alternate solution is to have two sand materials that focus on different orientations. One can be for a kind of puddle formation-like sand-dune (example above) and the other can be for the old orientation.

This is all some great work so far, I am very happy to see the devs listening in on our feedback, and I hope they continue to do so!

9 Likes