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.
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.
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.
It’s called material not texture
Welcome change, in my books.
These new materials have the ability to make Roblox go upper level in terms of quality. I mean, look at them!
Every material just looks so clean, better resolution, etc. This is a game changer tbh.
If you create a sphere of grass using the Terrain Editor, the grass blades don’t actually curve around the sphere. Instead, they just remain straight on the top surface of the sphere.
This is an amazing update to Roblox, and I find a lot of use in it. It’s probably one of my favourite updates.
However I have a bit of a problem with the Material Manager. I do see use in it, but I just find that it’s a more lengthy process to apply materials. With the drop-down menu, it’s really quick and easy to use and you can apply materials in only 2 clicks. It also remembers your material and automatically applies it when you add a new part.
But, with the Material Manager, you need to open a whole new window (which takes up a lot of space), search for the material you want, click on it, then apply. It doesn’t even remember your last material used. It only applies the Plastic material when making a new part, making the process more lengthy and annoying. What’s worse is that some materials I use a lot, like Neon and Glass, aren’t even in the Material Manager, so I have to go to the part and then change the material there.
And yes, I do know that the Material property still exists in the Properties window, and I can change the material there, but it doesn’t save your material and it doesn’t have pictures on them to easily and quickly identify a material and apply it. Instead, I have to look carefully at the names of the materials, which takes longer.
Don’t get me wrong, I like the Material Manager. I think it will be useful for developers, including myself, who wants to add and manage materials. But when it comes to applying materials, it’s a downgrade from what we had before. It’s slower, more time-consuming and more annoying, plus some materials don’t appear in there. So, I recommend adding the Material Manager alongside the drop-down menu, so while you have the ease of managing your materials, you also have the ease of applying your materials.
Couldn’t you edit the terrain colors via ColorCorrectionsEffect? When I enabled the 2022 materials in my experience (inside of Studio), the grass color didn’t change.
Overall, everything in this update is just awesome, but I really hope there is a plan to introduce multi-color terrain areas and blending while the 2022 materials feature is still in beta. What I mean by this; we should have the ability to color certain parts of terrain areas, for example we can make one part of grass dark green, while the other part is light green, and they both blend in-between.
How will this will work on water? We should have the ability to color the water coasts — for example, green — and make it blend into the oceans which are generally some tint of blue.
This would definitely bring these terrain upgrades even further, and it’s a good time to do this, as this new material upgrade feature is still in beta and there’s a chance you can still add this.
I’m currently messing around with Material Manager but some textures are having issues loading in. Could this be a cause from the high resolution uploads? It’s been going on for 5 minutes and counting.
I don’t think high resolution images should necessarily have issues, this may be tied to moderation instead. If you apply the material to a part does it get displayed correctly?
Hi, could you send me a place file that can reproduce your issue?
after further investigation, I figured out my MetalnessMap was causing the darkness with Decoration enabled.
removing it has fixed the issue
Is there a hard limit to how many materials we can use at a time? Just for an extreme example to test the limits, what if I managed to use my entire folder of over 10,000+ PBR textures in a game? If there’s possible stability issues, at what point would they start showing up?
Is this available in Live game yet? I tried uploading the 2022 material, and it doesn’t seem to work in live server
It is not available in the live game as of yet. There is no ETA of when it will be.
Hello developers,
We will start rolling out Material Service on Clients over the next few weeks. The rollout will be to PC/Mac first with mobile following. We will give an update once Material Service is enabled on all platforms.
Please be aware that Material Service is still in beta so there might be some critical issues that could result in disabling on some platforms or completely.
Please let us know if you experience unexpected issues or have any feedback.
Thank you and appreciate your patience!
Awesome news! Been waiting to use some materials in-game. A question, though: the newest release notes (529) state that Material Manager will support Neon and Forcefield materials - how would that work? A bit confused since both have “special” effects that other materials don’t.
We are re-adding support for setting those materials, but we are not allowing variants.
For your reference, an issue slipped through with that change, so it won’t be enabled until next week. We have that and some other changes lined up to improve usability.
Heck yeah! I just played my game today and it had the materials in it that I made with Material Service. Glad it is out for games now!