YES. FINALLY, IT ARRIVES!
Time to swap out EVERY material with materials I’ve made recently.
YES. FINALLY, IT ARRIVES!
Time to swap out EVERY material with materials I’ve made recently.
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:
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:
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
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