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:
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:
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.