All right.
We are continuing our journey with robotics instances.
And this video is going to take a look at textures and decals.
Textures and decals are pretty similar, but there are some differences I want to show you here.
So I'm going to add a texture into my part that we've made.
Are additive, the fly part.
And I'll put in a texture in here.
And here it defaults to the front face.
It's showing me that this texture is on the front face.
And in here I can select the texture for my object.
So I've opened up the images section here in the tool box, and I'm just kind of looking at images here.
But here's here's a nice one, so I'll just insert it here by default.
It's a decal.
So I actually put this down here too.
We'll get to learn both at the same time.
And for now, with this decal, I don't want it to be on the front face.
I'll put it on the right side of our part, and I'm just going to copy the texture ID here.
Just copy that bad boy and put it into our texture.
So here's our texture.
You might notice a difference immediately.
So with our decal, it scales along with the size of our part.
So if I were to resize this thing, you'll see that the decal resizes along with it.
And actually let me set the transparency of my part to zero so we can see this better.
You can see it distorts to the size of my part, while my texture, since it applies a repeating image
every time I rescale it, it doesn't scale the picture along with it.
Instead it repeats the texture, which is very useful for having textures in the game that need to be
repeated over and over on a wall.
Whatever the case may be.
So offset studs you is offsetting the texture horizontally in studs.
So if I put one here, you'll notice my whole thing shifted.
It shifted horizontally by one stud.
I will put it back to zero and I'll show you what I mean.
So if I do like 0.1, you'll notice that my texture is slowly being offset.
Over and over.
And then the same thing here offset Studs V, It offsets the texture vertically.
So like if I do point one goes up point two, point three all the way up to one or 100 same general
idea studs per tile you and this is basically the size of the image, the horizontal axis of the image
and stud.
So right now it's at two.
So like from here to here is two studs, but I can increase it to be four.
So now from here to here, the size of my image is four studs.
And then the same thing with studs per tile V, it's the size of the image and it's vertical axis and
studs, so I can set it to four.
So it's all equal.
There we go.
So now there are four studs.
I can make it eight.
And now the image is eight studs by eight studs basically just resizing it.
And of course, as you can tell, it repeats itself while our DX here is scaling with the part.
So let me put them side by side here.
That's the big difference between textures and decals.
All right.
There's our gig, Chad.
What else to talk about?
Here are the Z index.
What the heck is the Z index?
Z index is basically the rendering order.
So if I were to put a bunch of decals on the exact same face, I'd have to change the Z index to apply
a different rendering order.
So let's find a different decal to put on here as well.
Let's put gray, wistful wink on the exact same face that is on our giga chad side.
So I'll put it on our right.
And right now both have a Z index of one.
Okay.
Basically, I had this backwards.
Okay?
The higher number it has, the greater priority.
It has not the other way around.
I don't know what I was thinking.
So because my grey wistful link has a higher priority, a higher Z index than this, it renders on top
of it.
But if my giga image had a higher Z index, like if I put it to four, we don't see our gray wistful
wink anymore because it's rendering behind it.
This has greater rendering priority than our wistful wink.
If I set it at the same level, they're both conjoined in the same way.
Five whatever.
If it has equal to or greater than Z index than this part, then it renders on top.
So yeah, it's basically the difference between textures and decals.
They're very similar.
Textures have their uses, decals have their uses.
And of course you can also change the transparency if you wanted to.
So make one fully transparent, partially transparent, whatever you get the idea.
Very simple.