I’m not sure if material is the answer here since a material is generally meant to apply to an entire surface, not to individual faces.
This use case might be better solved with MeshParts, and then requesting a feature where you can tile the texture over the surface of each face. The texture face would show more studs as the size of the MeshPart grows. That way you can also have that kind of flexibility for objects that don’t have strictly 6 faces.
why can’t we replace surface appearances by fusing the properties of surface appearances with those of texture and mesh, here’s an example for clarification:
If they added this in roblox tere will be no need for surface apperances and we will have the ability to change the tiling, transperency and on wich side of a part it shows up.
Yes, you are right about not being able to exactly match parts to terrain for the base materials. There’s always the UGC route if this doesn’t work.
Internally, we have some ideas surrounding colorization scheme but we are currently prioritizing on completing what has been outlined here (ugc part/terrain, material upgrade, expansion, etc). One step at a time
Are there any plans to add the ability to create your own decorations. It would be great to be able to add your own textures to the grass, as well as adjust the height, width, density.
I was also very tormented by one question. Will the terrain grid be changed? I mean, will it be more detailed.
As you can see here, it is possible to create a very small footprint
The first tower is what having no blending between terrain materials will look like.
The second tower is what the default terrain material looks like with blending.
I wanted to ask if there any plans to add any form of blending that will allow us to define how much or how the material will blend with other materials? Maybe something like a blending value that determines how much the material will blend with others. -1 would be the second material blending into the first material, 0 being no blending at all and 1 would have the first material blending in the second material. With -1 being like a reversed blend and 1 being the normal blend.
Right now we’re not focused on allowing more customization of this behavior. Our focus is on shipping useful UGC materials + an upgraded and expanded set of materials.
Literally my favorite part about this update, the fact we don’t even need to use materials for terrain. Really hope they give us the ability to change the waters material as well or a lot of people are gonna continue resorting to creating our own water systems
why can’t we replace surface appearances by fusing the properties of surface appearances with those of texture and mesh, here’s an example for clarification:
The only downside for this is terrain-blending. If only we could somehow control the blending intensity. But, wow. This is actually the coolest thing I’ve probably ever seen. Now, we don’t need to use external programs or spend hours on low poly terrain
Looks really nice to see the tiles pop out though and it also makes the lighting work better so I’ll definitely be switching over to it once this is fully released.