Great Scott!! This AND the new Particle Flipbook Textures(coming soon maybe idk) will aid me in making gam-AHem “experiences” that look like they were made by a AAA game studio.
This is a huge step to making experiences realistic and beautiful! Keep going with this amazing project!
This would make games more unique in many ways.
where is this actually can u send if u don’t mind
Baseccolor is color map. Height is displacement and ao can be blend with basecolor
Wow, this will definitely help my builds.
Woah, this is awesome. Can’t wait for the terrain.
Now we don’t have to replace materials with SurfaceAppearance? sounds like a time saver but hopefully this is available soon!
This is pretty much the best feature added in a long time! Thank you guys that is great for building in much more detail and realism.
I’m surprised no one has started creating packs for other people. I guess it is still in beta, so there may be some limitations to sharing.
Looks pretty pretty, even if it just replaces original materials for now, I’m sure you can make good stuff with it still. Totally gonna be a changer of most showcase games
Ok, so I’m using this new feature and downloaded a few textures, but they all use roughness, displacement, and diff maps. My question is: What are the equivalents to the displacement and diff maps, because ROBLOX only has Normal, Metal, and Color.
Appreciating these efforts by the development team! Hats off! Thank you guys so much! This will unlock a new market of not just experiences but developers too!
Okay it turns out all this is very confusing and an older client a mutual of mine has doesn’t have regular normals for A LOT of the past materials, going to need to find other client versions for this
Not 100% sure which version of the roblox client these were extracted from
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)