For clarification:
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:
I wanna use TextureInstances so I don’t need to make different textures every time I want a texture for a mesh but in a different color. If there is a different way to achieve this, please tell me!
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!
The reason for this is so that I can easily change the texture color from ROBLOX Studio, but if there is an easy alternative or none at all, then I just want to know.
Can you send me these meshes/textures in a place file so I can see what you did specifically? I can’t even get the most basic decal to work properly haha
Edit: It might be a scaling issue but I’ll need to see
AFAIK Roblox uses cube mapping when projecting Textures to Parts and MeshParts. If you for example add different textures on each side of a sphere, it’ll look something like this:
Guessing there’s a conflict on the grass sides as they’re angled at around 45°, which means they aren’t always included when rendering the Texture applied on the Top side.
Try angling them less and the Texture should work.
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.
Thanks for pitching in! I did try making it so that the sides were less than 45 degrees (I just didn’t show it in a previous post when I should have) and it’s still not working as expected
No, thank you man! I think I’m just going to go ahead and use different colored textures for the meshes, so no need to look further into it I guess. I wonder what could possibly have caused this…?
Should I mark this as solved or leave it unsolved?