I’ve been experiencing a bug for a few days in multiples studio files. I simply can’t import roughness maps. I can put an ID in, and I can technically import, but it doesn’t show up in the preview, and the material doesn’t use it.
Edit: Now it won’t even show the ID when I import.
Hello, regarding brightness issue, we have the fix already in the pipeline, it may take few weeks for it to get released and enabled.
we’re going to attempt to release this to Jailbreak next weekend
I’d suggest to wait until the fix is actually live on production. Otherwise people might complain about the brightness issue.
I don’t think it’s the Beta solving it, as somebody else in our team has the beta on his iPhone 13 and sees the same issue.
The problem occurs when you use materials that only shows up when Material Service beta is enabled. To be clear if you apply 2022 materials Rock, Sandstone, Basalt, CrackedLava, Limestone, Pavement, LeafyGrass, Snow, Mud, Ground, Asphalt, Salt, Glacier to parts you will see this issue.
suomi puhujakaveri! - I seem to not see the same issues as they commented. It consistently loads for the people I’ve worked with, y’know buggy but is consistent with loading. Could totally be a them issue.
That was fast hopefully I don’t have to keep doing my method now, also my normal maps always seem to get moderated so if there’s anything that can be fixed about that would be great.
ahh okay, but there is an issue, I would publish my game and I would go to play it (NOT by testing in studio), I wouldn’t see the textures.
However with another game I played I saw that someone elses game had material service working. Yes this was on PC. When I played on Xbox (just was curious) I noticed the texture didnt load up and the floor was wood.
So I was confused of how this time it didnt work.
As of now, no, there is no absolute way of masking like you would do in a program like Blender, however you can attempt not to import colormaps but it would look uniform and that’s what we don’t want from PBR.
Go to the lighting tab and turn up both the EnvironmentalDIffuseScale and EnvironmentalSpecularScale. This will enable PBR and allow you to see fresnel on your material.
I am finally able to try out the new materials, but I still don’t have access to the materialservice (the old dropdown menu is still there). Is this intended?
This update is really awesome, especially as a terrain designer. Great job guys!
Although, would it be possible for you to make it so that certain materials remain unchanged and lose PBR variables? I prefer the default look of some Roblox textures.
This is most likely not a moderation issue as the assets used display correctly on the site, and I made this material yesterday. The custom material replaces the Slate material. All other custom materials, part and terrain, are rendered correctly as well. This is also the only terrain material in the game which uses a TerrainDetail.