Class
MaterialVariant
Represent a variant of a Material.
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.
Properties 16#
AlphaModeAlphaMode | Determines how the alpha channel of the MaterialVariant.ColorMap
is used.ReadSafeNotBrowsable |
BaseMaterialMaterial | Category Material this variant belongs to.Write: PluginSecurityReadSafe |
ColorMapContentId | Determines the color of the surface.Read: PluginSecurityWrite: PluginSecurityReadSafe |
ColorMapContentContent | Determines the color of the surface. Only supports asset URIs as textures.Read: PluginSecurityWrite: PluginSecurityReadSafe |
CustomPhysicalPropertiesPhysicalProperties | Determines the physical properties of parts whose material resolves to this variant.ReadSafe |
EmissiveMaskContentContent | Determines the emissivity across the surface.Read: PluginSecurityWrite: PluginSecurityReadSafe |
EmissiveStrengthfloat | Determines the strength of emissive contribution.ReadSafe |
EmissiveTintColor3 | Determines the tinting color for emissive contribution.ReadSafe |
MaterialPatternMaterialPattern | Determines texture tiling method.ReadSafe |
MetalnessMapContentId | Determines which parts of the surface are metal and are non-metal.Read: PluginSecurityWrite: PluginSecurityReadSafe |
MetalnessMapContentContent | Determines which parts of the surface are metal and are non-metal. Only supports asset URIs as textures.Read: PluginSecurityWrite: PluginSecurityReadSafe |
NormalMapContentId | Modifies the lighting of the surface by adding bumps, dents, cracks, and curves without adding more polygons.Read: PluginSecurityWrite: PluginSecurityReadSafe |
NormalMapContentContent | Modifies the lighting of the surface by adding bumps, dents, cracks, and curves without adding more polygons. Only supports asset URIs as textures.Read: PluginSecurityWrite: PluginSecurityReadSafe |
RoughnessMapContentId | Determines the apparent roughness across the surface.Read: PluginSecurityWrite: PluginSecurityReadSafe |
RoughnessMapContentContent | Determines the apparent roughness across the surface. Only supports asset URIs as textures.Read: PluginSecurityWrite: PluginSecurityReadSafe |
StudsPerTilefloat | Determines the scale of textures.ReadSafe |
AlphaMode: AlphaMode#
NotBrowsableReadSafe
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.
BaseMaterial: Material#
Write: PluginSecurityReadSafe
Category Material this variant belongs to.
ColorMap: ContentId#
Read: PluginSecurityWrite: PluginSecurityReadSafe
This property determines the color of the surface. This texture is sometimes called the albedo texture. The alpha channel is not used.
ColorMapContent: Content#
Read: PluginSecurityWrite: PluginSecurityReadSafe
This property determines the color of the surface. This texture is sometimes called the albedo texture. The alpha channel is not used.
CustomPhysicalProperties: PhysicalProperties#
ReadSafe
Determines the physical properties, such as density, friction, and elasticity, of parts whose material resolves to this variant.
The assigned PhysicalProperties apply only when that value was
constructed with explicit values. Otherwise the physical properties are
inherited, falling back first to the base-material override configured on
the parent MaterialService, and if none is set, to the default
physical properties of the variant's
BaseMaterial category.
The default value is a PhysicalProperties constructed without
explicit values, so an unmodified variant inherits its base material's
physical properties.
EmissiveMaskContent: Content#
Read: PluginSecurityWrite: PluginSecurityReadSafe
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.
EmissiveStrength: float#
ReadSafe
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.
EmissiveTint: Color3#
ReadSafe
This value is an RGB color for tinting emissive contribution.
MaterialPattern: MaterialPattern#
ReadSafe
Determines texture tiling method.
MetalnessMap: ContentId#
Read: PluginSecurityWrite: PluginSecurityReadSafe
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.
MetalnessMapContent: Content#
Read: PluginSecurityWrite: PluginSecurityReadSafe
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.
NormalMap: ContentId#
Read: PluginSecurityWrite: PluginSecurityReadSafe
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.
NormalMapContent: Content#
Read: PluginSecurityWrite: PluginSecurityReadSafe
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.
RoughnessMap: ContentId#
Read: PluginSecurityWrite: PluginSecurityReadSafe
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.
RoughnessMapContent: Content#
Read: PluginSecurityWrite: PluginSecurityReadSafe
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.
StudsPerTile: float#
ReadSafe
Determines the scale of textures. Larger values for this property will lead to the textures appearing larger, and repeating less frequently.
Inherited members#
Inherited from Instance 58
Properties (10)
Archivable, archivable, Capabilities, IsInSandbox, Name, Parent, PredictionMode, RobloxLocked, Sandboxed, UniqueId
Methods (39)
AddTag, children, ClearAllChildren, Clone, clone, Destroy, destroy, FindFirstAncestor, FindFirstAncestorOfClass, FindFirstAncestorWhichIsA, FindFirstChild, findFirstChild, FindFirstChildOfClass, FindFirstChildWhichIsA, FindFirstDescendant, GetActor, GetAttribute, GetAttributeChangedSignal, GetAttributes, GetChildren, getChildren, GetDebugId, GetDescendants, GetFullName, GetStyled, GetStyledPropertyChangedSignal, GetTags, HasTag, IsAncestorOf, IsDescendantOf, isDescendantOf, IsPropertyModified, QueryDescendants, Remove, remove, RemoveTag, ResetPropertyToDefault, SetAttribute, WaitForChild