Upgraded Materials, Material Manager, and More!

I would absolutely love the waterblock. I’m assuming it would be easy to change the texture to something like magma (which you could program to fall through and take damage in?) Maybe even a changeable density so you could do something like quicksand!

I also agree with the leaves texture.

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I would love to see a studs per tile for both materials and surface appearance (from what I can tell it doesn’t exist).

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Loving the new abilities this update has given us, and I’ve not experienced many issues other than some of the bugs many developers have already reported.

One thing I’ve noticed that looks off, though, is a big color difference between close-by parts with accurate specular highlights and far-away parts which have an estimated color, if that wording makes sense. This also causes noticeable Z-Fighting between clipping parts of the same Color/Material at lower graphics levels.

This can be seen in the images below, and is much more noticeable on low graphics levels.

Images

Graphics level 10:

Graphics level 3:

This effect is much less noticeable when using the default Concrete material in place of my custom MaterialVariant.

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How do we change material of parts now? Only way I’ve found is either the “Apply to selected parts” or the actual material property in the properties panel. Not only that but the neon material is not even in the new menu. This new functionality has disturbed our workflow, you will return the drop down menu.

I would like to know why the texture quality of the terrain is significantly worse than the quality of the same texture of the part?
And so with any textures. I personally am not satisfied that the terrain eats up the quality of textures

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MetalnessMap and RoughnessMap seems to have an issue with their appearance being diluted or simply not present on custom terrain materials versus part materials. Definitely needs to be looked at.

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This is cool and all, :heart:
but pleease make changing part’s material easier? The “Apply To Selected Parts” is a little tedious.
Perhaps be able to drag the material button over something to apply it?
idk, but something more streamlined pls.

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Organic pattern error has been fixed. Let me know if you still have issues.
@gato_todomenso @TheCrypticRunner @DieselMultipleUnit @HiggzyFam @Sketch_RO

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Yes, you are right, currently, terrain has slightly lower resolution partly due to some legacy reasons. We’ve noted your feedback and this can potentially be addressed in the future. Thank you for raising this.

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Do you have some specific case/example that we can look at? Feel free to send me DM for your place file. Thank you in advance!

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Are the old materials like forcefield, neon, glass supposed to not be in there?

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Suggestion: Make it more like the toolbox and not taking up the entire screen, like making the material buttons smaller. also make it so when the material is clicked it automatically applies to the selected objects, without having to click the tiny button at the top.

also I just noticed where did glass, neon, and forcefield go?, I mean glass is pretty important.

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You can still change materials in the properties window.

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they meant as in an entire model i.e. you grouped something together and you’d want to change the material of the entire group, youd now have to select all descendants while before this you could easily change the material of a group the same way you can change colors

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We are working an adding these materials back.

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We will be addressing UI/UX issues to make Material Manager generally easier to use with an emphasis on smaller screen sizes in a future update.

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Hey there, would there be a confirmed release date for the new materials so game owners would know when the time will be to implement them in-game? Cheers

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not sure if this has been addressed already, but is this behavior intentional?

my custom grass material gets significantly darker with Decoration enabled.


currently, the only workaround ive found was to make the OutdoorAmbient of my game brighter.

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Also is there a way to edit the transparency of our custom texture?

For example, I tried getting the roblox grid texture on the new baseplate and transform that into a material* but it just turned everything dark.

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It’s called material not texture

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