christmas came early this year
I’m testing this feature and I ran into a problem.
18:46:57.252 Brick is not a valid member of MaterialService "MaterialService"
What did I do wrong? I’m using Devhub Page as a reference.
local ms = game:GetService("MaterialService")
local materialFolder = ms.LowEndMaterials -- Basically "disabled materials" for high performance
for i, v in pairs(materialFolder:GetChildren()) do
ms[v.BaseMaterial.Name] = v
end
OMG yay
FINAALYY AFTEEER SOOO LOOONG.
this would be such a good upgrade, hope the devs see this
I dont wanna ask too lot XD
i just tested it , and liked it
but
2 litle points
-
the tiling doesnt fit with eac others, so if i made 2 parts you can see they are 2 parts
-
cant do more custom materials , i can only change the ones who exist but cant make a new one without changing the others
Use ms:SetOverridePartMaterial(v) instead.
There is also GetOverridePartMaterial(material) and ClearOverridePartMaterial(material)
Pretty sure both are planned features. Atleast the 2nd is.
Hmm, well in any case if the issue persists or you found a repro case, please let us know. Thank you for the report and feedback.
Right now our focus is getting a robust Material Service shipped with a great UX and upgrading the built-in materials. We don’t have anything to share around Toolbox, but it’s reasonable extrapolate from existing design paradigms.
Wonder if you are still having an issue with this? If yes can you please DM me the image files so we can investigate?
It has all the fields for me on some textures, but on others it only has a few.
So you mean luminous material and Luminosity Map support?
How do the normals look like? Are they standard normal maps or are they compressed in the Metal/AO map or Metal/Rough/AO format?
Where could one invest in such a profitable project?
I agree with @SeriousThunder7117 Would definitely play that. My question is did you make that texture? If so, it actually looks really good.
This will be so useful for more niche materials like dragon scales or bathroom tiles, really like where this is heading at the moment, hopefully we’ll see more options for materials in the future like emission maps or opacity maps.
Looking forward to using this when it’s rolled out
can something that behaves similarly to material service be considered? im sure many people would enjoy the freedom of infinitely many tileable pbr materials, like how material service acts. it seems somewhat shortsighted to just allow overrides instead of new materials, because it creates a hard limit on custom materials and such. of course- this is better than nothing, but really? its something we’ve been asking for for so long.
I have this problem, when i make 2 parts it doesnt fit in each others, and when i scale a part the texture move, while i want it to akt like textures, so it stands in it place and only desimates without moving out
Ight, I’ve had 9 months of experience in this field, let’s go.
- You do not need the plywood_ao.
- You do not need the plywood_arm.
- plywood_diff → ColorMap
- (and 5) Check the normals, try putting each one one at a time into the NormalMap and see which works better.
- above
- plywood_rough → Roughness map
The Metalness map is empty, use a black image to fill it: