Upload Custom Materials in the New Material Service Beta

You just need to do this for April Fool’s Day! :laughing:

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I got it off of a website and was lucky that all the textures are correctly named :smiley:

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Could I have the name of the website by any chance? :eyes:

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Sure!
This is the soper secret website :o

If you need to search a texture there is a teeny search bar over on the left
image

And unfortunatly when I search, images don’t come up with the textures, idk if its with you, but just a spoiler, its going to be alot of clicking.

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Thanks! I guess different websites like to name files differently. :stuck_out_tongue:

@MageRegal

Old Metal:

New Metal:

:happy4:

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help

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I don’t know what they have in mind, but the way I read it, I assume they’ll use something similar to what they did with Future and Shadowmap lighting. Set the new default to ‘future materials’ for new projects and leave the classic as an option and default for existing games(unless the owner changes it in studio)

??

Did you see a way to scale that tile effect? like if you wanted the lines to be wider or closer together?

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Oooo, thats really cool, ive managed to change a pretty decent brick texture

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Yup! You can change the StudsPerTile value.

image

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Finally i don’t need to find a mesh which is literally a cube so i can put Normal maps in it!!
One of the best updates of 2021.
Now we just need a Terrain Update ( More built-in terrain textures + user generated terrain texture + customizable grass decoration ) and Roblox studio will be way better :clap:

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This is really neat! I can’t wait to show our developers.

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plywood_diff_1k is the Color Map. plywood_arm_1k contains contains the Metalness Map but it’s compressed in a form that allows it to be combined with AO and Roughness maps that renders it useless in Roblox. Chances are that the Metalness value it set to either 255 or 0, so it should be an Red, Green, or Blue value set to its highest but I can’t say for sure. It’s also worth mentioning that the blue channel is typically used for Ambient Occlusion, so maybe ignore that and focus on Red or Green.

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I don’t see how that would work unless they build in overrides for the old materials. I wouldn’t be too worried since I could set the old materials up as variants, but the problem is the old materials use a different rendering technique and therefore can’t be placed into the map system for the material variants and still look right.

I just want them to let us know if we can get 1:1 parity with the old materials without having to do a bunch of work to get them implemented.

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So many posts to try and read through, so maybe this has been asked already. Because the custom materials on parts are .pbr, and you are able to give them a tint, based on part color, does this mean we are getting closer to being able to tint mesh parts, with surface appearance?

I simply cannot wait to use this to take the experience to the next level.

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I wish they could add things like colorramps so we can make wet puddles, etc (similar to Blender).

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Here is my simple custom PBR texture example for Lava. This is not exposed as a material for parts, but I used Slate as a base material.

On the left is the PBR-based custom material by itself. On the right is the same sample but I use 6 extruded attachments with spotlights to brighten the lava (making it more ‘hot’).

I really wish Roblox PBR would support more of the lighting effects layers, or perhaps if we could have a new kind of light (say a SurfaceAppearanceLight) which would let this be done with attachments and hacks. But this is a great step forward in any case!!

I really, really hope to get expandable and customizable Terrain Materials soon.

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There is no metalness map in this. U can use a black image for non metallic

If u want to make custom texture use shader map.