Hello there flickering textures of ROBLOX, WoodReviewer here. Today it is time to continue our journey into texture clipping by showing off some basic techniques for how to fight texture clipping. Today I am only covering basic issues, involving bricks that meet at 90 degree angles.
“But WoodReviewer, no self-respecting dev would have texture clipping that is so easy to fix.”
Just so we’re clear, you do know there I am current 90+ blog posts in on telling people how to rotate wooden bricks correctly, right?
For now, these two bricks are what I am going to use to demonstrate how to fix texture clipping. Or some ways to fix it. There will be more to be covered, but covering them would make this post too long. The first way to get rid of texture clipping is to resize one brick so it is on top of the other.
In this case I increased the height of the white brick by .01 studs. Some people use less, such as .001 studs, but I use .01 as it provides a nice compromise between being an extremely small ledge and not causing texture clipping when you zoom out.
So, for the pros and cons of this technique:
PROS:
No increase in brick count
Texture clipping is gone
Each brick is completely separate and can be modified as such
CONS:
Has a small ledge that may affect physics of stuff interacting with the bricks
The small ledge is visible
As you zoom out the texture clipping may appear at a distance.
Bricks are resized by an odd, very small increment, in my case .01 studs, which may cause issues with calculations or if you want everything to be on a 1 or .1 stud grid.
Next up is a very similar technique, which involves moving a brick instead of resizing it. Again, I moved it by .01 studs.
However, because I moved it the other side also has an offset. This can be important if the other side is visible.
PROS:
No increase in brick count
Bricks are not an odd size
No texture clipping
Each brick is completely separate and can be modified as such
CONS:
Bricks are not on a .1 or 1 studs grid
Texture clipping may appear at a distance
The small cliff is there which you can see
The small cliff is there which will affect physics
The next technique is very similar, appearance wise. Here I simply gave the white brick a brick mesh, and adjusting the properties, raised the mesh. In this case I gave the brick a .01 stud vertical offset.
PROS:
No increase in brick count
Because the brick is not offset, the physics are not affected
Gets rid of texture clipping
Bricks still are on the .1 or 1 studs grid most people use to build
Bricks are not an odd size
Each brick is completely separate and can be modified as such
CONS:
Uses a brick mesh. Some people do not like them because they are more resource intensive and do not want them in maps, for example PolyHex and Super Bomb Survival Maps
The small cliff is still visible
A player’s camera can clip through the brick mesh
The next solution is to simple union the two bricks that are clipping together
PROS:
No texture clipping for any distance since the bricks are unioned together.
Bricks will still fit on a 1 or .01 stud grid
Part count is reduced
No cliff from one part being above the other
CONS:
Won’t work with wood grain
CSG can increase the file size of a place much more than bricks
CSG physics collisions may be weird
Can’t change each parts color/material individually, can only be changed as a whole after the union is made
Parts can’t be resized after the union is made or move relative to the other part in the union
Next up is the easiest and classical of fixing texture clipping, taking one of the offending bricks bricks and separating it into two so it does not intersect the other.
PROS:
Works on a standard grid
No texture clipping between the two bricks even at large distances
Almost no issues with physics since both bricks are at the same height
Each brick is completely separate and can be modified as such
CONS:
Part count is increased
And that is some of the ways that you can fix texture clipping from parts intersecting. There are other methods for other situations, which I will cover on Friday. As for if you want to see some examples of how to use these methods, or some of them in action, I will have some posts coming up on both the RBX Dev Offices and Endorsed Models where I take situations where there is texture clipping and fix them, or show how other users got around texture clipping using some of these techniques.