One of the use cases is when you want to put dirt texture over a car texture.
Yeah I guess i never thought of that that would be a good use for this
Very useful update!
Hopefully, a property like this will be added soon to SurfaceAppearances so they too become stackable!
zindex has been in decals for a while now, it was just disabled for unknown reasons, still cool how its finally been added
I’ve been wanting this for SO LONG. It’s going to make it so much easier to create facial expressions for characters and make cool textures on parts without textures and decals being randomly placed. Love it!!!
Very needed update. The next step would be giving ParticleEmitters a ZIndex of their own that interacts with the ZIndex of Decals. This would solve the very common problem of Decals randomly rendering over particles and looking unnatural.
Not bad Roblox, this is actually a step foward to making Roblox realistic!
This feature was so needed and now its out, great job!
And since when we are able to see decals through transparent parts? Is this part of this update or another one?
A godsend of an update that opens many possibilities, thank you! Dare I ask, can we ever expect ZIndex on clothing? ZIndex clothing could make a big difference for games with their own avatar customization.
This was an issue that has persisted for years, engineers! This may be long overdue, but hallelujah!
Is there any performance decrease for having a really high ZIndex, or having textures overlap?
It’s just a number to used to sort the decals. Peformance of rendering two decals with ZIndex of 1 and 2 is same as if indices are 1 and 1000000.
I am not really big on textures or decals but I am sure this update people are gonna enjoy.
what a simple but effective update! thanks
I’m so glad to see this update finally added to Roblox. It’s great for adding grime, blood, modular faces, and all sorts of other small details to games. Before this update, the only option was to make an invisible part slightly in front of what you wanted to layer.
Will there be any support for SurfaceAppearances or MeshPart Textures? I want to have details to be a different texture and not the same one like having a rusted part on a skinned robot without actually making a new mesh just for the appearance or clothes on models with a custom UV map.
nice. this will be very useful! could see this being used often.
This was fixed before 2020 for sure, I’m not sure of the exact date though. In other words, long time ago.
Will this fix the issue were textures are rendered over materials after moving a certain distance away from them?
Video of issue:
robloxapp-20210708-1945062.wmv (325.7 KB)
I think what he meant was if, as of this update; having a decal with a higher Zindex over the bottom one, will the bottom one still have a performance impact like it would prior to this update?
This is honestly a great update. I’ve been wanting something like this for awhile.