I apologize. I thought you were familiar with rendering & how Roblox handles memory but unfortunately, it seems you do not understand. I am not one to go into detail. However, I can assure you that these meshes have very few triangles and polygons which shouldn’t lag your game at all. The effect itself is not expensive as it is only a few extra textures and one script that runs at launch. You might have to change hundreds of them on the fly, but as you are a scripter you should know how easy that would be. Any simple loop can work. I am unsure why you bring up overhead, since a script that only runs at launch would barely cause any memory spikes. I have yet to become aware of the limitations you bring up.
It seems that you are unaware of how Roblox’s rendering system works, as you would know that this most likely would not require a chunking system unless you’d really like one. In this case, the mesh is about the same as ~4 parts if not 3. I don’t know why anybody would require one as they are not demanding at all and can count as just a couple of extra parts in a build.
I apologize to you this seems like learning another game engine. However, I can assure you that it is probably one of the easiest things to learn in your career. Hope this clears it up!