Mesh deformation breaking lighting - texture snapping between meshes' bones

I’ve been experiencing an issue where when changing the surface normal of the texture, the texture would seemingly not fade between one normal and another - by normal I am referring to the orientation of the bones in the deformed mesh.
Here is the issue showcased:
https://cdn.discordapp.com/attachments/497905299630456834/817132661839101962/hfFpQtikiI.mp4
Each bone is applied on every vertex of the mesh, and what I am doing to get the “ocean” is apply the gerstner waves formula to each bone.
The arrows are the visualized CFrames of each bone (for performance purposes I only render those close to the camera), showcasing that there doesn’t seem to be anything wrong with the CFrame’s being set. I have also verified that there are no NaN values.

The only important piece of code is this (Data[3] being the bone):
image

Code in text-form
					if (CenterCF.Position - WorldPos).Magnitude < 45 then
						Gizmo:DrawArrow(WorldPos, WorldPos + Normal)
					end

					Data[3].WorldCFrame = CFrame.lookAt(WorldPos, WorldPos + Normal)

I’ve already tried a lot of solutions to this such as disabling CastShadow (I am using Future lighting technology), but the only solution currently is to only edit WorldPosition and not touch the orientation - I don’t want to do that because the mesh would reflect lighting weirdly.
Are there any solutions to this, or is this a Roblox bug? Any help would be appreciated, thanks.
cc @vrtblox @zeuxcg

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Here is the ocean with just a grid TextureId, so I’m not inclined to believe that this is a UV / texture error:
https://cdn.discordapp.com/attachments/497905299630456834/817150823359447080/mG1N1gfdzT.mp4

Have you tried disabling global shadows? If not try it, I think that might be causing this weird effect.

Another thing you can try is setting the clock time more onto mid day.

This is a bold assumption.

Already tried disabling every shadow setting, including even setting the technology to compatibility. Either way, according to a person I’ve inquired about, Future lighting does not cast shadows upon itself

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My bad I skipped the last paragraph without noticing.

Updated title to be more fitting, since this is an issue with lighting and not the texture itself. Still no clue on what is going on sadly :confused:

Ever since I made my wave effect local I’ve been having the same issue, so it’s not just you.
https://streamable.com/a5m5qj

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Well managed to fix it by disabling Cast Shadow. I don’t know if it will help you since I never messed the orientation but that’s all I got.

Thank you for the response, but my issue stems from rotating the bones-Editing just the position works fine. CastShadow doesn’t affect anything from my experiments