Each of the chunks is one mesh and as distance increases from the camera, the size of the mesh increases while the quality stays the same as a LOD does. Besides the trees
This rendering issue in Roblox is a known behavior tied to how the engine handles SurfaceAppearance objects. While there isn’t a hard “10” limit, there are strict internal quotas and distance-based culling that cause exactly what you’re seeing in image 2.
Roblox generally limits the scene to about 100 unique SurfaceAppearance maps.
If a mesh is too far away or takes up too much memory, the engine “unloads” the high-quality maps to protect performance.
My suggestions:
In your SurfaceAppearance properties, change TransparencyMode to AlphaTest. It is much more stable at long distances and less likely to be culled than “Overlay”.
For your distant LOD chunks, don’t use SurfaceAppearance at all. Use the standard Texture property, which doesn’t have the same strict rendering limits.
Ensure as many chunks as possible share the exact same SurfaceAppearance ID. Using one ID for 100 chunks only counts as “one” toward the internal budget.
Would it be worth trying the new alpha mode studio beta for material variants? I personally havent seen a limit for surface appearances but it might be more stable
1 - Its already on alpha because you can clearly see transparency in the surfaceappearances in the image.
2 - textures are worse for optimization.
3 - Where are chunks coming from???
you can trigger the alpha channel of meshparts by setting transparency to 0.011 , then you can forgo any surface appearance and use the textureID or materialvariant with alphamode transparency
@Nottafish If you’re seeing that “~10 mesh” style culling with SurfaceAppearance on EditableMeshes, try setting MeshPart.Transparency to something tiny like 0.01–0.02 .
It can force a different transparency sorting path, which sometimes stops distant chunks from vanishing.
Not guaranteed, but it’s helped in a few large scenes. And it’s also worth testing the newer MaterialVariant alpha modes, they seem more stable for large coverage than SurfaceAppearance, but you’ll probably need to adjust UV tiling.
I’m not slick, I just keep a formatted response because typing this out for the 50th time is a drag. If I was a bot I’d be giving you a generic list of ‘best practices’ instead of giving a specific transparency hack.