I’ve been experimenting with SurfaceAppearance, however I’ve run into an issue with it.
When applied to a Mesh Part with simple geometry [its just a brick], the scale appears as incredibly small due to it having multiple tiles where i’d expect it to render as a singular tile.
I have checked a few posts about this, and a common solution was to check for Humanoids in the workspace. I’ve checked and all Humanoids in the game are inside of rigged models.
This is supposed to be a factory wall / cladding style effect, however it’s practically impossible to tell that right now.
Link to the texture I used ~ factory_wall | Texture Haven
I’ve noticed that there is no defined color map. [im new to this, it could be titled something different and i wouldn’t know] But switching around which images i put into each property does not seem to help.
If I’m missing something please let me know,
thanks ~ Self_Reflexive.
I attempted this at first however got the same, small tiles.
However, I’ve noticed that there’s a small delay and quite a bit of lag when you update the properties of SurfaceAppearance which suggests that it’s doing something. I’ll have another go and wait for it to do it’s thing.
I’ve managed to get it to work using the default mesh part.
It took a while beforehand, at first it did the same thing, however after a bit of lag and typical studio ‘ill drop your framerate because you attempted to do something complex’ behaviour, it went blank before rendering correctly.