What do you mean? Sounds like a Blender thing…
We should be able to also make our own slots as well incase we run out of Materials. This will solve so many of my problems.
Terrain may be a bit tricky to add custom materials to since it has properties unique to itself like random tilling and blending.
So are you talking about this?
Or are you talking about changing the overall look of water, because I’ve managed to do that and it wasn’t easy.
Here’s how I did it:
Wow I can see this being super useful, I can’t wait to use this.
You and me brother.
It would be better, and they could even keep the current materials as presets.
There was and old post explaining the difficulties. (Keyword: old)
But there are some developer discussion threads about this too.
Some points i don’t fully agree with, but times might have changed enough.
Continue in dm? (with time delays)
Best update ever!
While this was fun at the end, but to create all the materials it took years and lot’s of storage…
What website has those textures, or did you make them yourself? They look really nice.
I think it is not possible through surface appearence. It cant have transmission
Yes that is why if players wants play ur game he will take 20min for loading on low end pc.
Is there any chance we will be able to stop the material offset from being random? I am trying to make tiles but they keep being cut off.
This bursts of updates, as someone who was using this platform for architecture models, is just such useful stuff. I finally don’t have to use hundreds of textures that won’t look as detailed as proper materials! Thank you for all this <3
Yep, they should add a stud offset like they did with the textures
Would be nice as that would then allow for custom (or classic) Stud designs…
Someone did it but it took them ages, this will be easier (I hope)
An interesting aside is that if you know what you’re doing, you can (ab)use this feature + EnvironmentSpecularScale with the right metalness/roughness combinations to more or less recreate the current material configurations in a style that more closely matches the Legacy lighting mode.
Not exactly perfect yet but shows that it is possible to bring this look back.
I do intend to ship this to my games once this rolls out fully, the only real downside being that you’re limited to using one image for your skybox as the actual Sky object has to use pitch black in order to get the desired effect.
I will also make this material pack publicly available once I’ve been through with creating everything and have fine-tuned it to a point where I am reasonably happy with the visual parity of the materials versus how they looked in 2017.
I’m sure someone else could probably do a better job of this than me but it does show you that the default configurations Roblox currently use are of a questionably poor nature, something I’ve been trying to highlight for a while for varying reasons, here, here, here and here:
Positives of such a method:
- Things have more depth and life to them again and IMHO look immeasurably better than default Compatibility mode
- Plastic doesn’t look horrendously washed out anymore
- Some of the “classic” October 2013 materials can be restored in-place of their newer versions (i.e. WoodPlanks, Marble)
Negatives:
- Significant loss of skybox customisation due to hacky implementation (impact varies depending on your game)
- Can look slightly odd on lower ambient settings
So Crazed, got plenty of websites:
I use all of these to make PBR materials
Obsessed with this! Great update!
There’s a team create bug where it doesn’t replicate across studio sessions.
This is really important for the game I’m working on with my team. We need to use this feature to achieve the fidelity we were aiming for.