That’s what I was talking about! We all need this! Thank godness it came!
Can i already use it cuz it’s a cool feature?
At the same time, I’d personally see more benefit in providing the user with the ability to replicate the lighting engine used on a given place per user, or at the very least allowing the server to read GraphicsSettings at runtime to allow people to actually create custom levels of detail for their work.
Any plans for a new Material section in the library?
Wow this is a huge win, not only does this allow PBR to be place on parts but it also allows for PBR tiling. This is a fantastic update thank you to everyone who worked hard to make this
In all seriousness this is the exact solution I could have ever asked for that applies to like 30 different problems I previously had with the old system and the previously announced material redesign. The only thing I can ask for is granular control over material positioning, sizing, tile settings, texture transitioning settings, and the overall color control over the different maps in the PBR pipeline. Having fewer, more flexible textures to publish and less editing in third-party software clogging up the workload is always a positive in my opinion! But back to gushing over everything, I’m gonna list out some things I’m gonna love rq:
- Searching through material packs in the toolbox
- replacing a game art style entirely
- smooth terrain becoming more essential, therefore smooth terrain devs will get more love (and robux)
- texture devs getting WAY more love (and robux)
- the power of the engine changing drastically
- the idea being so simple but so genius and insanely powerful and I will love the MaterialService deeply, like it’s my own child
Absolutely amazing! Love to see Roblox development moving forward like this.
Oh my god I can’t describe with words how happy I am… This has been my number #1 requested feature for a long time now. Thank you for listening to us.
To be fair - you could absolutely previously tile PBR textures via SurfaceAppearance - however, it was extraordinary inconvenient to require individually made UV maps for each part involved.
Unfortunately, the performance of this approach is extraordinarily suboptimal, with Roblox computing every unique mesh as a new PBR tileset, and eating up vast amounts of memory. Hopefully, this new approach is much better performance wise, especially when a more granular level of control is eventually given to developers.
I’ll love this, could this be scriptable or is it just set in studio?
Yes! I’ve been waiting for this for so long, really excited to see the improved build qualities that come out of this!
Yep thats what I’m referring to. This is superior to SurfaceAppearance for three reasons:
- Tiling
- Saves time by reducing the need to convert legacy builds to Meshpart builds
- Performance (albeit not by much)
looks fantastic I would absolutely love to see this for Terrain in the future!!
May be a bit of an understatement - although I cannot reveal anything else about a specific previous project, I can state that with around 100 tilesets, over 500mb of memory was being used by duplicates unnecessarily on the client at runtime.
God roblox I’ve been waiting so long and I’m starting to cry. Finally I will be able to improve my experience
Yes, these are my works, and now they will get better!
I want to ask you a question. If you answer, then I will be the happiest person. Will interactive vegetation appear soon?
For now, you’ll probably be stuck with inserting bones into vegetation meshes and dynamically moving them based on physics - since I doubt there’s any quick or easy way to impliment a universal solution for foliage deformation.
At the moment, yes. That’s why I asked about the official update from roblox itself
Completely depends on your use, if you referring to the fact these reduce parts because you can tile I completely agree
If your referring to part for part it’s about the same. Surface appearance still wins in that department however in my opinion based on the specific need. If you want to make a 4k texture build in roblox you can do it by splitting the model into parts and using surface appearance. Something that wouldn’t look right with tiling.