Upload Custom Materials in the New Material Service Beta

Can Roblox add custom materials for us? Well I don’t know anyone can do this for me and I can’t do it either so if Roblox make 2 custom material for each material would be cool.

God i wish Hack Week were real updates. Roblox really does like showing awesome things and never adding them.

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I agree 100% it’s such a tease and for what? The community to get disappointed?..

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Exactly, They say it is made by staff and fully coded and able to be added, Yet they still make people wait a drool at their screens for another update that is something like “MORE FONTS” or something like that.

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Roblox would honestly get more attention if they stuck by the hack week stuff, instead of making us wait 5 years for it lol

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Is everything made of a peanut?

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Everything accept earth is made peanuts.

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Pretty sure those are beans not peanuts.

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This will really take my game up a notch. I heavily rely on textures to make my game look realistic and unique. Great work, Studio team!

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I highly agree, the textures make the game pop and this is gonna make the game sparkle

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Guys, what are your thoughts on this?

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My thoughts on it is what they should exactly have but the only thing i don’t see is how there’s only normal metal and color roughness maps no specular maps etc

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Instead of that have a button which takes u to node system like blender

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Hi! I have a question about the MaterialService beta.

So I’ve been testing out greedy meshing for quite some time, but I have come across a common problem where Textures partially or entirely hidden seem to be poking through other Textures which are entirely visible.

See:

There is sort of a solution to change how it makes the shape so it separates the inside from the outside by the start/end points for each axis, but this greatly reduces the optimization cut that greedy meshing can bring, from about a 80% cut on average down to only ~20%, so to me it seems like it’s either find a way to make it work without reshaping it to avoid the ‘black lines’, or ditch greedy meshing entirely, which is quite unfortunate in my case as I could be drastically reducing the client memory usage and make reuse of existing cuboids faster without needing to cache them with a solution like PartCache.

One great thing about the MaterialService Beta is that these black lines actually don’t ever seem to appear, which means I might be able to use it! …Though, this is only a solution for the base (Ice) texture.

image

In this image, the base (Ice) is a custom material, while the Coal Ore on top is using a texture. The problem again here, is that if the Texture is ever touching the outside of the face and it doesn’t perfectly align, it can noticeably have the same overlapping issue.

image

My solution here would be to copy the base part, and create a new Material for it specifically for this Plant Root texture, then lay it on top of the Base with Transparency as 1. ps: zindexes for multiple materials on a part would be sweet!

The reason why I even made this, is it seems like custom materials currently don’t support Alpha channels/transparency. Is this intentional, and would we ever receive support for transparency? It would be great to not just fix this issue, but also make it look less ‘flat’ than textures with normal and roughness maps.


I have a couple other questions as well that I’m curious to know for the future of MaterialService.

  • Will we be able to add unlimited per-part materials when they do release? It’d be a shame if we could only create a maximum of say three Slate variants as I think having no limit on how many per-part materials we could have would be really nice and allow for more flexibility, especially with my use case where using custom materials would serve a huge benefit over slapping flat textures on everything.

  • [UPDATE 3/7: FIXED] Sort of a bug, but I notice that there’s some sort of awkward offset which makes my parts not match up well and it’s quite noticeable. My parts are multiples of 6^3 studs and have MaterialVariant.StudsPerTile as 6.

Thank you for this though, I’ve waited years for custom materials and it definitely has a lot of potential!

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I used dx normal maps and didn’t know it’s upside down. Does anyone know what is it for?

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Earlier on, there was a post here that said to use GL normal maps, and not DX maps. GL maps give an in-depth appearance, such as the lines between bricks, where DX maps make the surface “stick out.”

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Is there any hint on when tiling will be fixed in place? Materials will shift around every time I close and reopen a file. What we have so far is excellent, but the current practicality is pretty limited when I can’t keep a consistent look to builds.

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When you move to building the terrain implementation I’d be curious as to whether you’re considering letting us change the details (grass) textures, that would be ideal.

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you should be able to invert the green color to fix it i read



Some great results :slight_smile:

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