Reference API Roblox

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Reference API Roblox

MaterialVariant

Represent a variant of a Material.

Member index 16

HistoryMember
726AlphaMode: AlphaMode
726BaseMaterial: Material
645ColorMap: ContentId
726ColorMapContent: Content
726CustomPhysicalProperties: PhysicalProperties
726EmissiveMaskContent: Content
726EmissiveStrength: float
726EmissiveTint: Color3
726MaterialPattern: MaterialPattern
645MetalnessMap: ContentId
726MetalnessMapContent: Content
645NormalMap: ContentId
726NormalMapContent: Content
645RoughnessMap: ContentId
726RoughnessMapContent: Content
726StudsPerTile: float
inherited from Instance
726Archivable: bool
726Capabilities: SecurityCapabilities
726IsInSandbox: bool
726Name: string
726Parent: Instance
726PredictionMode: PredictionMode
726Sandboxed: bool
726UniqueId: UniqueId
576AddTag(tag: string): null
573ClearAllChildren(): null
462Clone(): Instance
573Destroy(): null
486FindFirstAncestor(name: string): Instance
486FindFirstAncestorOfClass(className: string): Instance
486FindFirstAncestorWhichIsA(className: string): Instance
486FindFirstChild(name: string, recursive: bool = false): Instance
486FindFirstChildOfClass(className: string): Instance
486FindFirstChildWhichIsA(className: string, recursive: bool = false): Instance
486FindFirstDescendant(name: string): Instance
563GetActor(): Actor
486GetAttribute(attribute: string): Variant
462GetAttributeChangedSignal(attribute: string): RBXScriptSignal
631GetAttributes(): Dictionary
648GetChildren(): Instances
462GetDebugId(scopeLength: int = 4): string
707GetDescendants(): Instances
486GetFullName(): string
706GetStyled(name: string, selector: string?): Variant
657GetStyledPropertyChangedSignal(property: string): RBXScriptSignal
576GetTags(): Array
576HasTag(tag: string): bool
486IsAncestorOf(descendant: Instance): bool
486IsDescendantOf(ancestor: Instance): bool
664IsPropertyModified(property: string): bool
698QueryDescendants(selector: string): Instances
573Remove(): null
576RemoveTag(tag: string): null
664ResetPropertyToDefault(property: string): null
573SetAttribute(attribute: string, value: Variant): null
462WaitForChild(childName: string, timeOut: double): Instance
726children(): Instances
726clone(): Instance
726destroy(): null
726findFirstChild(name: string, recursive: bool = false): Instance
726getChildren(): Instances
726isDescendantOf(ancestor: Instance): bool
726remove(): null
462AncestryChanged(child: Instance, parent: Instance)
462AttributeChanged(attribute: string)
462ChildAdded(child: Instance)
462ChildRemoved(child: Instance)
462DescendantAdded(descendant: Instance)
462DescendantRemoving(descendant: Instance)
500Destroying()
657StyledPropertiesChanged()
726childAdded(child: Instance)
inherited from Object
726ClassName: string
726className: string
647GetPropertyChangedSignal(property: string): RBXScriptSignal
647IsA(className: string): bool
726isA(className: string): bool
647Changed(property: string)

Removed member index 3

HistoryMember

Description

Using MaterialVariant objects can expand the variety of materials in an experience. MaterialVariant has properties that can define the appearance of a material. Its name can be set in MaterialService to globally override a built-in material, or set in the BasePart.MaterialVariant property to change certain Parts. MaterialVariant objects only work as descendants of MaterialService.

History 51

Members 16

AlphaMode

TypeDefault
AlphaMode

This property determines how the alpha channel of the MaterialVariant.ColorMap is used.

When set to Transparency and the MeshPart.Transparency is set to 0, opaque pixels in the ColorMap renders as completely opaque in the 3D scene. This combination works better with depth-based effects and occlusion.

When set to Transparency and the MeshPart.Transparency is set to at least 0.02, a different blending method is used that can better represent smooth transparency gradients and soft edges. This combination does not support all effects and occlusion may not be perfect.

For more information, see Alpha modes.

This property is not browsable. It is not visible in Studio's object browser.

History 4

Tags: [NotBrowsable]

BaseMaterial

TypeDefault
Material

Category Material this variant belongs to.

History 4

ColorMap

TypeDefault
ContentId

This property determines the color of the surface. This texture is sometimes called the albedo texture. The alpha channel is not used.

History 2

ColorMapContent

TypeDefault
Content

This property determines the color of the surface. This texture is sometimes called the albedo texture. The alpha channel is not used.

History 2

CustomPhysicalProperties

TypeDefault
PhysicalProperties

History 3

EmissiveMaskContent

TypeDefault
Content

This property determines the apparent emissivity across the surface. An emissive mask is a grayscale image where black pixels correspond to no emissivity, and white pixels correspond to full emissivity.

The emissive contribution gets added to total lighting contribution across the surface, and the sum gets multiplied by the albedo texture, which would be sampled from ColorMap if provided.

History 2

EmissiveStrength

TypeDefault
float

This value is a multiplier to control how strong the emissive contribution is across the surface. If the final contribution of emissives goes beyond supported dynamic range, it will get clamped; this could result in emissive contribution appearing all white when using large emissive strength values. Since this value is a multiplier, the maximum value to prevent clamping depends on all of the other contributing values, including EmissiveTint, ColorMap and combined lighting contribution.

History 2

EmissiveTint

TypeDefault
Color3

This value is an RGB color for tinting emissive contribution.

History 2

MaterialPattern

TypeDefault
MaterialPattern

Determines texture tiling method.

History 4

MetalnessMap

TypeDefault
ContentId

This property determines which parts of the surface are metal and are non-metal. A metalness map is a grayscale image where black pixels correspond to non-metals and white pixels correspond to metals.

Metals only reflect light the same color as the metal, and they reflect much more light than non-metals. Most materials in the real world can be categorized either metals or non-metals. For this reason, most pixels in a metalness map will be either pure black or pure white. Values in between are typically used to simulate dirt or grunge on top of an underlying metal area.

When Lighting.EnvironmentSpecularScale is 0, metalness has no effect. For the most realistic reflections, setting EnvironmentSpecularScale and Lighting.EnvironmentDiffuseScale to 1, and Lighting.Ambient and Lighting.OutdoorAmbient to (0,0,0) is recommended.

History 2

MetalnessMapContent

TypeDefault
Content

This property determines which parts of the surface are metal and are non-metal. A metalness map is a grayscale image where black pixels correspond to non-metals and white pixels correspond to metals.

Metals only reflect light the same color as the metal, and they reflect much more light than non-metals. Most materials in the real world can be categorized either metals or non-metals. For this reason, most pixels in a metalness map will be either pure black or pure white. Values in between are typically used to simulate dirt or grunge on top of an underlying metal area.

When Lighting.EnvironmentSpecularScale is 0, metalness has no effect. For the most realistic reflections, setting EnvironmentSpecularScale and Lighting.EnvironmentDiffuseScale to 1, and Lighting.Ambient and Lighting.OutdoorAmbient to (0,0,0) is recommended.

History 2

NormalMap

TypeDefault
ContentId

This property modifies the lighting of the surface by adding bumps, dents, cracks, and curves without adding more polygons.

Normal maps are RGB images that modify the surface's normal vector used for lighting calculations. The R, G, and B channels of the NormalMap correspond to the X, Y, and Z components of the local surface vector respectively, and byte values of 0 and 255 for each channel correspond linearly to normal vector components of -1 and 1.016 respectively. This range is stretched slightly from -1 to 1 so that a byte value of 127 maps to exactly 0. The normal vector's Z axis is always defined as the direction of the underlying mesh's normal. A uniform (127,127,255) image translates to a completely flat normal map where the normal is everywhere perpendicular to the mesh surface. This format is called "tangent space" normal maps. Roblox does not support world space or object space normal maps.

Incorrectly flipped normal components can make bumps appear like indents. If you import a normal map and notice the lighting looks off, you may need to invert the G channel of the image. The X and Y axes of the tangent space frame correspond to the X and Y directions in the image after it's transformed by the mesh UVs. If you view your normal map in an image editor as if it were displayed on a surface, normals pointing towards the right side of the screen should appear more red, and normals pointing towards the top side of your screen should appear more green.

The terms "DirectX format" and "OpenGL format" are sometimes used to describe whether the G channel of the normal map is inverted or not. Roblox expects the OpenGL format.

Roblox expects imported meshes to include tangents. Modeling software may also refer to this as "tangent space" information. If you apply a normal map and it does not seem to make any visual difference, you may need to re-export your mesh along with its tangent information from modeling software.

History 2

NormalMapContent

TypeDefault
Content

This property modifies the lighting of the surface by adding bumps, dents, cracks, and curves without adding more polygons.

Normal maps are RGB images that modify the surface's normal vector used for lighting calculations. The R, G, and B channels of the NormalMap correspond to the X, Y, and Z components of the local surface vector respectively, and byte values of 0 and 255 for each channel correspond linearly to normal vector components of -1 and 1.016 respectively. This range is stretched slightly from -1 to 1 so that a byte value of 127 maps to exactly 0. The normal vector's Z axis is always defined as the direction of the underlying mesh's normal. A uniform (127,127,255) image translates to a completely flat normal map where the normal is everywhere perpendicular to the mesh surface. This format is called "tangent space" normal maps. Roblox does not support world space or object space normal maps.

Incorrectly flipped normal components can make bumps appear like indents. If you import a normal map and notice the lighting looks off, you may need to invert the G channel of the image. The X and Y axes of the tangent space frame correspond to the X and Y directions in the image after it's transformed by the mesh UVs. If you view your normal map in an image editor as if it were displayed on a surface, normals pointing towards the right side of the screen should appear more red, and normals pointing towards the top side of your screen should appear more green.

The terms "DirectX format" and "OpenGL format" are sometimes used to describe whether the G channel of the normal map is inverted or not. Roblox expects the OpenGL format.

Roblox expects imported meshes to include tangents. Modeling software may also refer to this as "tangent space" information. If you apply a normal map and it does not seem to make any visual difference, you may need to re-export your mesh along with its tangent information from modeling software.

History 2

RoughnessMap

TypeDefault
ContentId

This property determines the apparent roughness across the surface. A roughness map is a grayscale image where black pixels correspond to a maximally smooth surface, and white pixels correspond to a maximally rough surface.

Roughness refers to how much variation the surface has on a very small scale. Reflections on smooth surfaces are sharp and concentrated. Reflections on rough surfaces are more blurry and dispersed.

History 2

RoughnessMapContent

TypeDefault
Content

This property determines the apparent roughness across the surface. A roughness map is a grayscale image where black pixels correspond to a maximally smooth surface, and white pixels correspond to a maximally rough surface.

Roughness refers to how much variation the surface has on a very small scale. Reflections on smooth surfaces are sharp and concentrated. Reflections on rough surfaces are more blurry and dispersed.

History 2

StudsPerTile

TypeDefault
float

Determines the scale of textures. Larger values for this property will lead to the textures appearing larger, and repeating less frequently.

History 5

Removed members 3

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