Upload Custom Materials in the New Material Service Beta

CC @S_ansWD
Hack week code is not production ready. The clue is in the name; “hack”. Typically hack week projects are extremely rough and are not backed by any design. This means the API may be faulty, the code does not always work, the code is not efficient enough, or the implementation is simply unsuitable and cannot be maintained.

It’s a treat that you’re allowed to see any of it at all.

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Hackweek projects are meant for ideation and showing technical feasibility, and nothing more – it’s not to ship finished products, that takes much much more time.

The hackweek project you see shown there would likely not run performantly on most if any devices, or has specific hardware/software requirements that prevent it from being shipped broadly currently.

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The biggest difference is more that we don’t have to support hack week projects.

Everything we ship at Roblox we plan to support for many years if not indefinitely, so we have to be really careful that the API we’re releasing won’t hurt the platform later on. When we don’t have to worry about that support in something like a hack week project, it’s way easier to get stuff working and looking good.

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Is there any given day estimation that the new material service will be fully released?

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The thing with Hack Week projects is that they are usually very specialized for the specific things they’re showing in the trailer. It’s very likely that other functionality simply doesn’t work, crashes the engine or something catastrophic like that.

Most Hack Week projects are just for fun and they know from the start that something like that will never get into the engine. For example, custom shaders. Procedural materials. Audio deadening. Stuff like that.

And for those that showed promise near the start, there can always be unforeseen issues. Or just a lot of work to do before the feature can be stabilized.

Although admittedly Roblox has been moving fast and breaking things lately without performing any testing, so this is about the time to start releasing those hack week projects imho.

Are they going to fix the offset for the textures? its sometimes annoying beause 2 parts then dont stick good together, i wanted also to use trimsheets but because the texture constantly changes if i duplicated a part or sided it i cant use my trimsheets.

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The material service doesn’t appear to replicate to the client when I test in play solo, however i can still manually add the overrides in. Is this a bug or just an effect of the service being in beta?

It also doesn’t save between studio sessions for games with team create (I assume this is due to the beta though.)

Overall great update :smiley:

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This Is The Best Update As Far As Building And Texturing Goes, I Can Now Create The Realistic Builds Without Having To Convert All My Parts To MeshParts. The Results Are Pretty Good, I Also Like The Fact You Can Set The Texture Per Stud. Amazing Roblox.

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I have also a problem when i test with play the materialservice is empty

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It Is Because The Material Service Is Studio Only, When You Run Or Play The Game In Studio It Simulates How it would be in roblox. Once It is out of beta this will more than likely stop.

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I’ve had this same issue before. If team create is on, it must be off, because this feature is still in beta and not all people have it yet.

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Yes, but a week ago it worked perfectly for me when i tested the game,

I also have the same issue. Using Play Solo or Start Server it has blank Materials Service properties, and does not render the overrides. The other week this was working fine.

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Is there an expected date of release on this? It would be amazing to add to my game!

Everyone, this is still in beta and not everything is guaranteed to work, remember that. One solution is to turn off team create (which helped me). I’m pretty sure it doesn’t work when you play solo in studio because the MaterialService still in the beta stage. As for when it’s released, I do not know, but pretty sure sometime this year.

Would be nice to know so I can release necessary changes to my games for the improved “custom” visuals to look good.

I have a script that should change everything over once my module is inserted, but it would be nice to know in advance so players aren’t left with an odd-looking tweaked experience with the normal materials for longer than necessary.

Are you using TeamCreate? currently TeamCreate isn’t supported yet.

Curious if you are still having this issue? Do you have some repro steps/example textures that I can look at/try?

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Yep, issue still happening. Don’t know if it’s for my end but you have to copy and paste the Materials located in MaterialService in another game’s MaterialService, and then you have to configure MaterialService and turn the new materials on.

The materials that don’t load in are Sand, Marble, Granite, Concrete & Cobblestone.

Baseplate.rbxl (36.1 KB)

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When I opened the place, I saw a bunch of errors in the Output window:

  • Unable to load MaterialService.Granite - MetalnessMap ‘rbxassetid://0’ (Error: HTTP 404 (Not Found)).
  • Unable to load MaterialService.Marble - MetalnessMap ‘rbxassetid://0’ (Error: HTTP 404 (Not Found))
  • Unable to load MaterialService.Concrete - MetalnessMap ‘rbxassetid://0’ (Error: HTTP 404 (Not Found))
  • Unable to load MaterialService.Sand - MetalnessMap ‘rbxassetid://0’ (Error: HTTP 404 (Not Found))
  • Unable to load MaterialService.Cobblestone - MetalnessMap ‘rbxassetid://0’ (Error: HTTP 404 (Not Found))

If you aren’t using MetalnessMap, you can just delete ‘rbxassetid://0’

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