^ Transition when the camera approaches (before the voxels calculate). You can see there’s still a uncovered portion of the bottom of the cave that has the same issue, even after the voxels calculate.
This is a rendering problem, if you want to “fix” it, it’s best to fiddle around with the lighting properties until you get a decent result that you like. Sorry if this isn’t the answer you’re looking for!
Sometimes, when parts are too large / too far away from the camera, Roblox doesn’t render the shadows powerly because the lighting is rendered based on the distance an object is from the player.
If this is for a cave system, a good work around could be to have client’s time of day set to night while inside the cave.
Have you seen this part of the map in-game? And does it appear the same way? Renders like lighting don’t load to the same quality while building in-studio compared to actually playing in-game.
yes the voxels are still glitched even while playtesting. This is kinda annoying, but a band-aid fix that I’ll do for now is to reduce the free space in the build. Which means putting a couple more parts to block the fact that voxels are not rendering properly.
also this specific part of the map is underwater so i can just tweak lighting for when the player’s underwater, which is fine, for now.
Me and my team are gonna have to find a way to work around these immersion-breaking limitations.