TextureInstance = The decal alternative that you parent to a part for repeating textures
TextureID = The property you set in a MeshPart to add textures to it
Texture = The image
I made a post recently thinking that TextureInstances were applied based on the mesh UV unwrap but I figured out that it has nothing to do with UVs. So, why are TextureInstances being ok for one mesh, but not for another nearly identical but scaled up version of the mesh?
On the left is the mesh with the TextureInstance, and on the right is the one with the screwed up TextureInstance. To make things worse, depending on how I export the mesh (and how I UV unwrap the mesh…?), the texture from the TextureInstance may not even show up at all no matter how big or small StudsPerTile properties are because the TextureInstance scales the texture either too small or too big, but the TextureInstance is definitely applied because I can change the texture color and an obvious change will appear on the mesh.
If the checkered image is applied as a TextureID in the mesh properties, then it looks fine:
Are you able to share the two meshes and the texture file? It’s hard to see exactly what’s going on from two pictures and your description. And maybe making a distinction between when you mean TextureID (as part of a MeshPart) and the Texture instance (the thing that looks like a repeating decal) would clarify things since they are very different
Also for future reference, if you found another issue that pertained to your previous thread (Mesh with enormous UV scale) you can just edit (or add to) that one instead of making a new one since it’s technically the same asset/problem you’re having
The reason why I made a different post is because the other one was getting kind of long and the problem did change a bit, but I guess I could have just deleted the contents of the old post and changed the title…? Thanks for the reply though!
Yea, I’m guessing roblox uses cube mapping as well, but the problem isn’t that the texture appears distorted one the angled sides, it’s that it won’t show up because the scale of the texture or something is ridiculously huge.
In the original post, if you look at the cube on the right, in order to get the texture instance to show a texture, I need to set the StudsPerTile properties to a very big number, and I just forgot to do that to the texture instances on the sides of the grass mesh.
If I wanted to render the sides of the grass mesh by just putting one texture instance on the top surface then you’re right, I would need to angle the grass sides -44.99 degrees from the top surface.