Usering
(Usering)
October 7, 2020, 3:38am
#1
If using a material on a large part w/a BlockMesh, the material will appear as fuzzy. This happens using any material.
The part I’m showing in this video is size (849, 1, 93) and has a BlockMesh that is scale (1111, 1, 1111).
The smaller the part gets, the less fuzzy and more clear the material is.
Not sure when this began happening, but this appears to happen both on macOS and Windows in Studio and on the client.
3 Likes
JoolCaat
(JoolCaat)
October 7, 2020, 8:36am
#2
You can use a special mesh set to block instead
Reapimus
(Reapimus)
October 7, 2020, 10:06pm
#3
This bug has been happening for years and is not exclusive to just the BlockMesh, it also happens on every mesh type in the SpecialMesh instance.
Usering
(Usering)
October 8, 2020, 2:41am
#4
This appears to happen with SpecialMeshes set to Brick as well.
1 Like
PeZsmistic
(PeZsmistic)
October 11, 2020, 2:57am
#5
This is a limitation inherent with floating point numbers and is probably not feasible to fix. There isn’t enough precision in the numbers used to map the texture to UV coordinates on the colossal triangles you’re creating. You should avoid doing this.
2 Likes
PeZsmistic
(PeZsmistic)
Closed
October 11, 2020, 2:58am
#6
This is also a duplicate:
If a part is too big, the material will become “unstable”. Normally, I’d expect it to be completely still.
It happens every time, on every place. In order to see it you’ll need to scale a part up, preferrably to the limit (2048 x 2048 studs) or more (via a SpecialMesh). The bug seems to appear at certain camera angles only.
This is how it looks like on a 2048 x 2048 baseplate:
[material]
It gets even weirder when you increase the mesh size with SpecialMesh’s Scale property. This is 10 times …