You can go to websites like https://freepbr.com/ and https://ambientcg.com/
I know but I want the one in the picture. I’ve looked at both of those websites
Pretty sure it’s a free pbr material on the roblox tool box, not sure though
I’ll try finding it for you okay?
I am not so sure, but there seem to be some issues with rendering.
The issue
As you can see the weird lighting issue happens whenever I apply custom materials onto cylinders.
Doesn’t happen with default materials.
Edit: This seems to be an issue with the cylinders itself, rather than a rendering issue.
Pretty sure that this topic is related with the issue :
Also, i’ve found a Cylinder mesh that could be an alternative for Roblox’s default cylinders, for anyone having the same issue. Mesh Id : rbxassetid://455871336
You can see that one surface, with weird lighting issue (in this case, the brighter one) has decal with incorect direction.
Now this is the another cylinder mesh I mentioned above. No lighting issue and decals are also fine.
I am assuming that the Default roblox cylinder has one flipped surface, and I think thats the reason of these issues.
Might try changing uv set. Must work.
The issue is being caused by the fact that your normal map is inverted - Roblox uses a different format than the ones you have put in. All of the maps I’ve extracted from present and past Roblox materials work fine.
Hello, if you meant by my normal map is inverted, then is there anything wrong with my textures I uploaded? If then, how should I fix it?
The texture itself works perfectly fine with any other unions, meshes and parts but Cylinders (and maybe spheres). Only cylinders seem to have this issue which kinda disturbs me.
I think someone posted above as to why/how this happens. I would probably suggest trying, if possible, to invert the map’s contents, though I don’t know how feasible that is on a pre-existing texture.
Thanks so much man! I never knew it since I am very new to modeling
Where’d you find that? That’s the one I want
When is this going to be fixed? because it sometimes annoying…
This is part of the roadmap, you can check Built-in Material Upgrade and Material Library Expansion above.
Ah I see, team create isn’t supported at this point. We are aiming for early next year.
Are you talking about adding new built-in/base material types? Material Service allows developers to create material variants of built-in materials. So you can create variants for built-in material type brick, grass, etc. You won’t be able to create new material “type” though. As explained in the post, Roblox materials aren’t just visual, they also carry simulation properties and more to allow for automatic, emergent behavior. This will also lets us automatically provide more sophisticated behavior to you.
That said, we are going to expand the material types as part of Material Library Expansion.
@fnublox Seeing as you’re one of the engineers working on this who is currently active on this thread, I’d like to ask whether such functionality to increase/decrease the arbitary metalness and roughness values (which can, at the moment, only be second-guessed by the MetalnessMaps and RoughnessMaps) is possible and could be added to MaterialVariants before their full release.
This functionality was present in December 2019 when SurfaceAppearances were in early testing and seemed to help a great deal with fine-tuning the rendering. Something similar now would be greatly welcomed as it would make the feature more widely usable and applicable, for both power users and those less experienced.
Example below:
Adding onto this, an AO map is becoming more and more necessary. I have a custom ocean that uses PBR textures, but the textures sadly look very bad, because you need to adjust the atmospheric settings to be just right to have them look good - but, changing the atmosphere properties would make other things look bad, which is not wanted behavior.
AO maps would be the only way about this, as they are extremely useful!