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  • 🅰️OVERDARE Glossary
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On this page
  • Overview
  • Description
  • Properties
  • BaseMaterial
  • ColorMap
  • MetalnessMap
  • NormalMap
  • RoughnessMap
  • CustomPhysicalProperties
  • MetersPerTile
  • Color
  • Metalness
  • Roughness
  • EmissiveMap
  • Emissive
  • EmissiveIntensity
  • Methods
  • Events
  1. API Reference
  2. Classes

MaterialVariant

MaterialVariant : Instance

Overview

The MaterialVariant class is designed to enhance the visual customization of materials. By using MaterialVariant, developers can redefine how materials look without altering their physical behaviors, such as friction or density. This makes it a powerful tool for creating immersive and visually distinct environments.

Description

The MaterialVariant class is a feature that allows developers to create custom materials by overriding the visual properties of existing base materials. It provides flexibility for creators to define unique textures, colors, and appearances for parts and terrain while retaining the physical properties of the base material. MaterialVariant instances are managed through the MaterialService and can be applied to parts or globally override base materials.

Properties

BaseMaterial

Enum.Material

BaseMaterial is commonly defined through enumerations (e.g., Enum.Material) with pre-defined options for different materials like plastic, metal, wood, etc

Code Samples

local MaterialVariant = Instance.new("MaterialVariant")
MaterialVariant.BaseMaterial = Enum.Material.Plastic

ColorMap

Content

ColorMap is texture that determines the color of a surface.

Code Samples

MetalnessMap

Content

MetalnessMap is texture that determines the metalness of a surface.

Metalness refers to the ability of a surface to reflect light like metal, with higher values representing more metallic appearances while lower values suggest non-metallic appearances.

Code Samples

NormalMap

Content

NormalMap is texture that determines the normal vectors of a surface.

NormalMap represents a normal map texture, which is used to add detail and enhance the realism of surfaces by simulating bumps, dents, cracks, and curves without significantly increasing the number of polygons

Code Samples

RoughnessMap

Content

Determines the apparent roughness across the surface

Code Samples

CustomPhysicalProperties

PhysicalProperties

Determine the physical properties of the material (density, friction, elasticity, etc.).

Code Samples

MetersPerTile

number

This property determines scale of texture(how meters are displayed per tile).

Code Samples

Color

Color3

Determines the color of the surface.

Code Samples

Metalness

number

Determines the metalness of the surface.

Code Samples

Roughness

number

Determines the roughness of the surface.

Code Samples

EmissiveMap

Content

EmissiveMap is a texture that determines the emission characteristics of a surface. This texture allows specific parts of the material to emit light, creating glowing effects. Using an EmissiveMap, developers can simulate features like neon signs, glowing screens, or ambient lighting on surfaces.

Code Samples

Emissive

Color3

Determines the emissive color of the material. Emissive property controls the color of light emitted by a material, enabling effects like glowing objects or surfaces. Use this to define the specific light color emitted by the material.

Code Samples

EmissiveIntensity

number

EmissiveIntensity determines the intensity of the emissive effect on the material. A higher intensity value will result in a brighter glow, while a lower value will create a subtler effect. Use this property to control how much light the material emits visually.

Code Samples

Methods

Events

PreviousMaterialServiceNextMeshPart

Last updated 2 months ago

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