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textures-decals.md

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Textures and Decals
Textures and decals are images you can place on object surfaces.

A Class.Texture is an image you can place on any face of a part or union that repeats both horizontally and vertically on the size of the surface. In contrast, a Class.Decal is an image that stretches to fit the area of a part or union's surface. After you add a Class.Texture or Class.Decal object to a part or union, you can:

  • Change the texture or decal Class.Decal.Color3|Color3 property to set a color tint using RGB color codes.

  • Change the texture or decal Class.Decal.Transparency|Transparency property to a value between the default of 0 (fully visible) and 1 (invisible).

  • For a texture, set its scale and offset.

    Texture image Texture applied to a part (repeating) Decal image Decal applied to a part (stretched)

Creating Textures or Decals

To create a texture or decal, you have to add either a Class.Texture or Class.Decal object to a part or union. You can import images for textures and decals to Studio for use between experiences, and distribute them to the Creator Store. Once you import the image, Studio assigns it a unique asset ID.

Every texture or decal image that you create and import to Roblox must adhere to the Community Rules and Terms of Use.

To add a texture or decal to a part or union:

  1. In the Explorer window, add a Class.Texture or Class.Decal to the part or union:

    1. Hover over the part or union and click the ⊕ button. A contextual menu displays.

    2. From the menu, insert a Texture or Decal. An empty texture or decal object displays on the part or union with orange outlining.

  2. In the Properties window, navigate to the Face property and choose a face or keep the default face.

  3. Select the Texture property and apply an image through any of the following methods:

    • Select any texture or decal you've uploaded previously.
    • Enter an asset ID into the Texture field.
    • Upload a new image through the Add Image... button.
  4. (Optional) Set a color tint by clicking the small box to the left of the Color3 property or by entering a RGB color code.

    Default Color3 = [255, 0, 100]
  5. (Optional) Set the Transparency property to any value between the default value of 0 (fully visible) and 1 (invisible).

    Default Transparency = 0.6

Choosing a Face

A face is a surface on a part/union that displays a texture or decal: Top, Bottom, Front, Back, Left, or Right. The direction of each face depends on the part or union's orientation. In the following example images, the camera faces the block's Front face, so the block's Left face is on the right from the camera's perspective.

Front

Top

To choose a face:

  1. (Optional) To assist in choosing the correct face, right-click the part/union and select Show Orientation Indicator. This displays a blue circle with an F and a line attached to the object's Front face, and a green arrow that points in the direction of the object's Top face.

  2. Select a texture or decal that is a child of the part or union.

  3. In the Properties window, click the Face property and choose a face.

Customizing Textures

Unlike decals, textures provide further functionality to scale, offset, and animate an image.

Scaling Textures

The size of the part doesn't affect the texture. Instead, scaling a part only increases or decreases the number of times the texture repeats.

The Class.Texture.StudsPerTileU|StudsPerTileU and Class.Texture.StudsPerTileV|StudsPerTileV properties determine the size of each "tile" in studs. Class.Texture.StudsPerTileU|StudsPerTileU determines the texture's horizontal size while Class.Texture.StudsPerTileV|StudsPerTileV determines the texture's vertical size.

Texture Image

Surface of 8×6 Studs

Surface of 8×6 Studs

To scale a texture:

  1. Select a texture that is a child of a part.

  2. In the Properties window, set StudsPerTileU and StudsPerTileV to the number of studs you'd like the texture to occupy horizontally and vertically. The larger the number, the larger the image.

Offsetting Textures

If you want more control over a texture's position, offset the texture by adjusting the Class.Texture.OffsetStudsU|OffsetStudsU and Class.Texture.OffsetStudsV|OffsetStudsV properties. This is also helpful for animation.

Texture Image

Surface of 8×6 Studs

Surface of 8×6 Studs

To offset a texture:

  1. Select a texture that is a child of a part.

  2. In the Properties window, set OffsetStudsU and OffsetStudsV to the number of studs you'd like to offset the texture horizontally and vertically.

Animating Textures

Using Class.TweenService, you can tween texture properties like Class.Texture.OffsetStudsU|OffsetStudsU and Class.Texture.StudsPerTileV|StudsPerTileV to achieve animated surfaces. For example, if you apply two fog textures to one container and animate them with the following script, you can achieve the appearance of a layered moving fog:

Two animated textures near the floor to simulate a moving fog effect
local TweenService = game:GetService("TweenService")

local texture1 = script.Parent.Texture1
local texture2 = script.Parent.Texture2

local tweenInfo1 = TweenInfo.new(8, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, -1)
local tween1 = TweenService:Create(texture1, tweenInfo1, {OffsetStudsV=50})
local tweenInfo2 = TweenInfo.new(7, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, -1, true)
local tween2 = TweenService:Create(texture2, tweenInfo2, {OffsetStudsU=50, StudsPerTileU=55, StudsPerTileV=45})

tween1:Play()
tween2:Play()