Do you think HBAO is the reason for this weird mesh shading?

Was going to report a bug but I thought I’d bring it here first. Is anyone else having weird shading when importing from blender? I haven’t changed the way I model and these curves aren’t too extreme to cause topology issues. No normals are edited either, just raw vertex data.

Not sure if mesh imports are now processed differently?


image

3 Likes

Came to the conclusion it is :neutral_face: now if ONLY we had the option to turn it off :)))

try messing out with exposure and brightness in lighting settings

It’s not that. I’ve tested it in multiple places all with different lighting.

mesh shading is very fun then, most likely a bug

Have you tried any other lighting types in Studio? e.g Future

Yeah, it is. most shaders from blender dont translate well into roblox. making some models look off.

100% is, this was the same thing with ssao though it wasn’t as noticeable usually. And it doesn’t really matter that much because you’re not gonna notice it that often. You usually have to be at a certain angle close to the object and in your case it isn’t even that noticable.

Is the mesh hollow or solid? if you place an unanchored object inside the mesh, does it glitch out (solid mesh) or stay inside (hollow mesh). Lighting may be weird on it if it is a hollow mesh. You can also try setting Lighting.Technology to “Future”.

Was this an issue in blender as well (and it’s just that you’ve fixed it)? When I get shading issues like that I use the edge split modifier, and if you do something similar, you may have just forgot to apply the modifier once you were done.

It’s not a blender issue, it seems to be a studio issue.

1 Like

HBAO is the reason yes, this only happens on pc and console with high graphics idk why it does that when roblox thinks its an side