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?
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?
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!
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.
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.
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.
Roblox used to use a special shader specifically for Neon before they used a HDR pipeline (before Future Is Bright), so black neon would appear to bleed black around its edges. That doesn’t work anymore, since they use actual HDR and bloom now, and black isn’t bright enough to cause light bleeding.
This is a great feature! I hope Roblox allows us to change the positioning and offset of our textures so they can align properly with increments in the future.