I am out of words. This is a big game changer for many developers out there. The ability to have custom materials is something that was needed for a long time. Thank you to the staff who worked on this!
Will we have access to adjusting texture tiling properties in the future using material variants? For example being able to adjust parameters for random rotation, position offset, and mirroring of each texture tile.
This article shows off a few examples of what I wish to achieve with custom materials
https://www.iquilezles.org/www/articles/texturerepetition/texturerepetition.htm
A long time coming. I think this update along with the SurfaceAppearance, Future 3, and Meshpart skinning/rigging have been arguably the most important updates in the past 3 years.
This seems like a great feature and all, but is there a specific reason why simply bringing the SurfaceAppearence properties to the Texture objects seemingly hasn’t been considered yet?
It seems like a quick and easy way for a part to have two distinct textures without needing to overlap multiple parts, especially with how Texture instances have a ZIndex property now.
Here’s a quick mockup I made:
This. I know this is just a beta but I will be very disappointed if I cannot have the exact same behaviour as a Texture
where I can scale and shift the texture per surface.
Can you please clarify if this means we can make new places using the old materials?
I’m happy that we won’t be forced out of the old materials now and I really appreciate all the work going into helping developers maintain the appearance of their builds. However, I would be lying if I said the wording here didn’t alarm me, because to me, this implies we cannot make new games with the classic materials anymore, and we can only use the old ones, unless we can somehow convert the old materials into PBR materials, which is close to impossible.
Or just use an old studio version just look it up
The ability to have the default concrete, but then a different texture for it, or does it completely overwrite the current texture and not let me use what i overwrote
Where can i find the images?? Do I need to make them
Now this is a good compromise to the new material update! This is such a useful idea.
Two questions about the switch:
- Will the switch still be forced or will it be voluntary?
- Will we be able to toggle been old and new materials?
Thanks in advance.
Is there way to change color of a pbr texture like default works.
How would you determine the scale to use for the custom texture? Trial and error is one way, but, I guess there is no U / V scaling option(as in part texture objects) once you create the texture to adjust the material tile scale after import from within Studio?
This is INSANE, I am using it, and I love it already! Question, what’s the highest resolution it can handle? Can it do 8K?
Does anyone know which one is the color and metalness map? I don’t know how to use this feature.
Thank you so much for listening to your community, I am surprised and I am so glad that this was implemented! Good job. Will the image quality be increased soon?
I have files with the correct name attached maybe by looking at the pictures you can tell?
Im not sure if this will help, but you can use it as a visual reference. Some textures don’t come with a metal map sometimes.
Did you make those textures yourself, or did you get it from a website?