The Visual Tool panel defines what texture is draw on the plane.
The following properties are on the Visual Tool panel:
Choose a shape for this visual tool.
Select whether the object is in billboard mode. There are a few options:
Turns lighting effects off for this object which makes it appear to be emitting its own light.
The object will not be selectable in the model.
Only applicable in Plane mode (or as a model floor). This defines the polygon offset to use when drawing the plane. Polygon offset is used to resolve Z-fighting between objects. The Factor and Units values you specify are passed directly into glPolygonOffset().
Generally for a visual tool, you want to define a positive polygon offset. This means the depth buffer value will be increased, i.e. pushed away from the camera, allowing other geometry, like the floor grid, connectors, etc. to be drawn on top of the visual tool plane. This is why the default Factor/Units values are 1/1. If you want to fix z fighting across multiple visual tools, give them different offset values. For example, give one the default 1/1 value, and the other a 2/2 value. This will cause the 2/2 valued object to be drawn behind the 1/1 valued object.
If the object is used as a container for other objects, then the properties panel will show fields for passing the object's input/output connections to some contained object. Here you define the name of the target contained object. Then when you make input/output connections to/from the container, internal connections will also be created to the contained object.