Edges of an ImageHandleAdornments have black artifacting

Please let me know if this is in the wrong Engine bug category!

We’ve been trying to make a fake skybox the past couple days due to the limitations with the Sky instances themselves, mainly not being able to transition to different skyboxes.

Our current solution is to use ImageHandleAdornments as they kind of bypass the render distance limit and have good occlusion features.

However, we’ve ran into an issue when trying to make the skybox itself seamless!

Edges of ImageHandleAdornments will get this weird black artifact lining, I assumed it might be because of how roblox uses bilinear or mipmaps but I’ve tried everything to get rid of this issue and I’ve come to the conclusion that its probably a roblox rendering issue.

Here’s what it looks like without us manually offsetting the planes:
image


image

We can use offset to actually get rid of this black outline (by positioning the part closer to the player)
What happens now though is the adornments are intersecting each other and when we transition between two (fake) skyboxes, we get transparency overlap around these edges.

Here’s with us offsetting, hiding the black lining:
image


This image is the skybox as decals, which the edges look fine here, they also look fine when also on a SurfaceGui:

These black lines stay persistent at ANY distance (we’ve tried as far as 100k studs away and you can still very easily see it)

https://gyazo.com/66740168df20ee32e6986402c8939f8c.gif

Expected behavior

What should be happening is we shouldn’t be getting weird black lining around the edges of these images

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bumping this because i’m working on this alongside and it has been pretty frustrating to get a seamless result out of this method

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More than likely this problem is resultant of texture bleeding. A similar issue can happen with textured meshes. For fake skyboxes I recommend using a textured cube mesh.
Here are a few related posts:

For a textured mesh:
To fix this just increase the bleed value in texture paint in Blender.
Texture Paint Options > Bleed

For ImageHandleAdornments:
I’m not sure you can fix this as these values are fixed for baseparts afaik, but it might work with an untextured mesh that has its bleed value increased.

Had a look at using inverted cube, the distances we need are too far for this to be an option, also that it gets impeded by brick size, Atmosphere effects it and surfacegui doesnt expand with special mesh.

Tried doing texture bleed on a image adornment and I just cant get it.
image

Again, no issues on SurfaceGui and Decal


Hmmm, I’ll try messing around and see if I can find a solution.

How far away are you setting the pseudo skybox? I’m guessing you are projecting it onto a viewportframe to render it?

No viewport frames, we’re doing about 50k studs away right now as this is going to be for a pretty big map (i think around 15000 in x and z)

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