Upload Custom Materials in the New Material Service Beta

Is roblox going to add the height or Displacement map? because with it it would be more realistic, normal maps only tells the renderer which direction the slope is facing and how steep that slope is, while if we can add height or Displacement maps, we have also control about the parts that ‘stick out’ of our texture.
Example:
with


without

7 Likes

It’s been suggested multiple times, and the answer is usually no since it requires too high polycounts. But, they’ve also said no to normal maps in the past and look at where we are now. Anything is possible at this point.

5 Likes

No? Roblox’s own materials as far back as the original versions in 2009 have used normal maps.

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You just need to invert the green channel.

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Perhaps if they introduce a resolution option to determine the poly count you want?

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I use Displacement maps instead of Metalness maps, and they actually work out fine, since most assets I use do not contain Metalness maps.

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Meant to say custom normal maps.

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Actually will not be good for metalness for example a bark it is non metal yet it would look like metal bark.

This is an awesome update, but I think we should have bigger tiling sizes for the materials.

I decided to use this for my game based on custom water and ships but it turned out that even at the maximum size the texture is too small and looks

extremely ugly.

With the new material:

Without it:

With the same thing but in a SurfaceAppearance instead:

There is currently no way to make good custom water in roblox without it looking shit. Lag isn’t much of a thing if we use proper LOD. The mesh uses mesh deformation btw.

But, the visual limitations prevent me from making it into an actual game. Things that we need:

  • Proper refraction and reflection support (by reflection I mean every object and not just the skybox)
  • The ability to control texture size more flexibly

TL;DR:

  • SurfaceAppearance: too big
  • MaterialService: too small
  • Nothing else: doesn’t even look like water

If terrain water can look this good, why don’t we have the tools to make our water also look nice?

8 Likes

The Custom Water looks good, just is repetitive and needs randomness.

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You can increase the tiling integer - it’s just the slider that maxes out.

7 Likes

i think you can tile bigger than 20, if you type 100 it also works.
was that youre question?

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Hello. I have three material variants currently in a game and when I leave the studio file and go back in the variants have disappeared. Is this a bug or am I doing something wrong?

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Also something else i would love to see would be the possibility to change the strength of the emission-map so i could for example use it on cars that have halogen lights where they turn on smoothly and turn off smoothly so i could tween them for example that would be amazing to see but i could also adjust the transparency of the object but that would not change the max strength of the emission-map. But i am still grateful for the amazing content the Roblox team has made this year alone!

2 Likes

Yes it’s team create. But the game is a group game and I made the group the owner of the materials.

Team create causes materialvarients to dissapear?

what about the terrain water’s screen space reflections on parts?
it would be perfect with the new reflective materials

2 Likes

yes it does

bc it’s not released there yet

cc @Bitterman1021

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Follow-up to this, I have now released a public version which you can try out in your games (RBXM) but obviously any material changes won’t show at the moment if you publish your game.

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Does anyone know how to get the texture files for the default materials? I would like to tweak some of the maps so that I can better match the Shadowmap aesthetic while maintaining the benefits of Future lighting.