Solution: It turns out that Roblox must moderate it (which takes a while) before it shows.
Just incase if anyone else is having the issue
Solution: It turns out that Roblox must moderate it (which takes a while) before it shows.
Just incase if anyone else is having the issue
Thanks Roblox! Iām sure our playerbase will love this (donāt mind the long fur, weāre actually implementing options to have different fur types)!!
before:
Are there any plans to fix translucent parts & surface GUIs not rendering behind glass? I was assuming itās been unaddressed because there are people that use this behavior as a gameplay mechanic, but the materials update is an excellent opportunity to fix it considering itās optionalā¦ that or a new material entirely, especially as the current Glass material is completely alone in the Translucent category.
I was pretty mad at first until I looked at this post and saw you could opt-out. Personally Iāll prefer the old textures, but itās also very cool to see this as a new option for developers.
They are: just go to MaterialService and uncheck Use2022Materials.
I would really like if we could use some of the new materials and some of the old ones. I really like the new bricks, wood planks, and corroded metal and really really dislike the new concrete and grass. It would be really nice if we could select which materials to update.
Or, alternatively, we could have the option to use either in builds. There are some places where the older bricks work better, etc
You can do that using the IDās in the document website
Does this mean we can now make our textures 4k?
I agree for emissive; I really, really want that feature implemented in the PBR texture input section.
I hope Roblox adds it soon. For sci-fi stuff I do I need the emissive look. I can fake emissive stuff with lights and some decals sometimes but having the emissive texture from Substance plugged into Roblox would make things so much easier for me. Same as Unreal would be really, really nice by having a specific/unique emissive texture input in the material. Another cool thing that would be nice to have is some sort of parameter that allows us to control how much āpowerā the emissive material has. I do these in Unreal via Material Instances which I can later control via parameter/s.
I hope the Roblox developers add the emissive texture input/plug for the PBR material item/method soon! I would love to have it and I am sure a lot of people would too! :]
Have a nice day everyone! I hope a Roblox developer sees this thread and comments and hopefully consider these suggestions!
Unfortunately, using standard MaterialVariants with those donāt work as well. Until Roblox allows us to use more maps to achieve the same amount of detail as the base materials get, it wonāt work.
This is the same CorrodedMetal texture and the same color (170, 198, 231), left using built-in 2022 materials and right using a MaterialVariant with the same IDs. It reacts differently to being colored, and it just wonāt work.
Emissive maps are a necessity not a want, I 100% Agree.
@police_0987654321 and @Papitas6 Thereās a bit of a hacky solution thatās worked for me and itās pretty easy too. By using Surface Appearance, setting the AlphaMode to Transparancy and using a transparent diffuse texture, you can use a slightly scaled down version of your model and set itās material to Neon to give a glow effect.
EDIT: whoops i forgot i had ReShade on. Hereās the unmodified photo:
Thank you so much for sharing this method!!! I hope to try it soon! This will help me big time in any future asset creation/texturing! This opens the door to so many, many possibilities/experiments; it is very exciting!
PS: The texture looks super awesome also!
Have a great day everyone!
Awesome, glad I could help. If you make anything cool let me know!
Looks great, Iāll try it out in a bit. Thanks for sharing this.
that is just, like seriously?
developers being forced to change their style of building over
a top billionaire platform company somehow failing to polish most of the new materials for their developing software?
Why not keep both old and new materials in the material manager. Would like to use all of them, not choose between new or oldā¦
Iām pretty sure it was mentioned before, but the old materials run on a different shader (or something like that, Iām not a professional, just what I heard.), which means it would be extremely difficult to run both at the same time.
Also, if you really want to use them both, you can simply make the Pre2022Materials yourself.