Upload Custom Materials in the New Material Service Beta

Is there an ETA on when this will be back? A lot of projects I’ve been working on have been halted because they were using custom terrain.

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WOWZERS

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You definitely shouldn’t base any projects on beta features. Several project developers for this have said so themselves. I recommend you wait until a feature is fully released before using it in a time related project, as with betas, anything could happen. For all we know, this could be shut down for another month, or it could release tomorrow (highly unlikely).

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looks pretty cursed XD . . . . . … . . . . … . . . .

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We will provide access via a switch.

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Sounds good. Can custom materials be utilized alongside the older ones?

Staff, Should add list custom on MaterlialService and Material part

  • Brick

  • Cobblestone

  • Concrete

  • CorrodedMetal

  • DiamondPlate

  • Fabric

  • Foil

  • Granite

  • Grass

  • Ice

  • Marble

  • Metal

  • Pebble

  • Plastic

  • Sand

  • Slate

  • SmoothPlastic

  • Wood

  • WoodPlank

  • Custom1

  • Custom2

  • Custom3

  • Custom4

  • Custom5

  • Custom6

  • Custom7

  • Custom8

  • Custom9

  • Custom10

  • Custom11

  • Custom12

  • Custom13

  • Custom14

  • Custom15

  • Custom16

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Or :eyes:
they could just not limit the amount of custom materials we have in our game… Maybe that could be a future update.

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This was too good of a feature to pass up.

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Agreed, they could just add an Enum.Material.Custom and then an extra property that takes an integer, or maybe a string.

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Even if they don’t do that they could always opt for having it go directly to the object.
Also a suggestion if someone who is working on this skims by this comment, with parts if we ever do get the ability to add more custom materials besides just overriding default ones can we get a read-only value in the Material object with how many objects that material is affecting?

For example I have 20 blocks in my game 10 of those are concrete 5 are plastic and the last 5 are grass in the MaterialVarient it would show in the properties something like this

The yellow box wont be there just using it to steer your eyes to it

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Lol, that almost looks like the red box that shows up whenever the Properties window can’t display something:

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Perhaps the Rendering level in your Roblox Studio application is set to automatic. Try setting it to the highest, level 21.

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Thank you for the new Announcement!
Keep it up Roblox team! :heart:

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Hello, I enabled material service to try these features out for the first time but I was unable to see the terrain override inside MaterialService, thanks in advance!
image

It is in the “Material Overrides” drop down box. Simply hit the little arrow next to “Material Overrides” and below “Parent”.

This is only for material changing, I’m looking for the terrain textures (mud,slate,cobblestone…)

Terrain modifiers are currently disabled for bug fixes

The ability to add new materials is important to me. I hope we can choose to have new materials that just inherit from (but not replace) built-in materials soon. This way these new custom materials will inherit any new features without any work on the developer’s part.

I also really, really appreciate the studs per tile property. This feature seems to serve as a replacement for Textures which is something I’ve been sorely wanting since the introduction of the SurfaceAppearance.

I just hope we one day get multiplier values for metalness, roughness, and maybe albedo/color. Sometimes I want an entire material to be uniform in its roughness and it would be nice to be able to just type “0.1” into a box instead of having to make a low-res image all in one color. Having to re-upload new images when I got the values slightly off would also be fixed by this as I could just use a multiplier value to tweak it until I get it just right.
A multiplier for the ColorMap would be nice because sometimes I’m using SurfaceAppearance in transparency mode but would also like to vary its color.

I also notice we can’t override glass which is strange.

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I do wish this was an option. I personally think one of my materials would benefit from this. Could it be a bool value on the MaterialVariant?

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