UGC Material Variants & Upgraded Built-in Materials Release

https://create.roblox.com/docs/building-and-visuals/modeling-in-studio/materials#asset-ids-for-built-in-materials

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Will there ever be parallax occlusion?

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I really love the new materials, but it think that some of them stopped having the style with which they were used in the first place. A good example is marble, before it could be good to make a nice floor but now it just doesn’t match up.

It would be cool to see variantes of these materials which still keep the realism but match more in the style the old ones.

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You can mix and match the old materials with the new ones using the IDs provided in the documentation page. I personally use the 2022 materials with some custom materials, along with a glossier version of the pre-2022 Marble material.

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Will there be or be able to download AO for custom material’s one day? My texture’s look bad without AO

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You already can change everything in the properties panel, there is a dropdown for material, material variant, and a color picker in properties.

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you can apply AO directly to the texture, just multiply the base colour with the AO in some software like photoshop

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I don’t really like having to click on tiny pictograms buttons (like in the game menu update), if we could be able to use both material menus, it will be great. Or by simply making an option to apply the material by clicking anywhere on the item, not on the button.
Thank you.

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Why doesn’t this work right now? The textures just appear blank in-game…

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I really don’t like this, it slows down my development flow. Can we have the old UI back? It was really convenient when you could just click the image of your previously used material to set it all to the one you want.

We need this!!! The uncustomizable foliage we have right now is extremely frustrating and makes it impossible to diversify the appearance between games, resulting in terrain grass to look identical on all Roblox games and ruining the artstyle of some. It would be awesome to have textures with variants, allowing developers to have flowers in certain areas that seamlessly blend with the style of the grass. Imagine being able to make scenes that look like this in Roblox:

Another thing is that a staff member showed what they called a “one trick pony” which made grass move with intense wind (link here), with settings for the direction and intensity. This is actually already implemented (with support for cloud movement!) and can be easily enabled with a FFlag, so I’m extremely bothered by the fact that the FFlag hasn’t been enabled yet even though we’ve been stuck with this boring grass for 3 years. Simpler things like grass height and grass density would be very beneficial as well. The terrain grass right now is too limited despite Roblox’s UGC-centric nature.

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This is great! Are there plans to add a Color property to TerrainDetail? I noticed that in the base Roblox terrain materials, the top of the grass is green, while the sides and bottom faces are brown. How can we achieve this with custom material variants?

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Takes a bit to load them, it’s just the way terrain works, this happened before the update

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Can we somehow change to back old look of material manager?

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We need materials section in Creator Marketplace, free/buy/sell option

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Funny thing about this, i found that making a custom material with no textures at all, helpful, as non reflective parts still have reflection, texture less parts have less, giving a more flat shaded color option, it also improves the unwanted glossy look you get on images.

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Although the custom materials update is a welcome one, I am still dissapointed by the lack of requested changes by Roblox builders regarding feedback on the materials. The wood is outdated and remniscent of the early wood texture…
image
yikes

And the wood planks and regular wood are STILL a different shade even with the same color. The materials, although game enhancing, only look good as themselves. You cannot use sand as an alternative to fabric, which is what is commonly used because the previous fabric texture was horrid (the new texture looks much better). This is overall a good update, but the old materials should be open for use.

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The ability to use the mesh’s uvs instead of the auto-generated uvs that are applied with materials is severely lacking. I could just use a surfaceappearance, but that’s throwing away all of the benefits materials offer and will supposedly offer in the future. Please, at the very least you could pick up the pace and add the trivial feature of tinted surface appearances sometime sooner. The lack of low level access requires precise control on the user’s end to make up for it, but that’s the opposite of the treatment I’ve seen these new features get. It’s so frustrating constantly running into roadblocks that I would never encounter in any other engine while being drip-fed these basic features over the course of years now.

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Good stuff! It’s slightly more work than what I hoped for, but it’s not a problem. Thank you!

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That’s the purpose of the manager. The built in materials aren’t meant for different uses, and the previous ones technically weren’t either. They all have set purposes, and that’s why they added the material manager. Instead of using sand for clothing, you use a better custom fabric texture.

1 Like