As mentioned in the topic, my map is incredibly dark and I tried to encase it in a dark box to avoid this problem, however, ever since Roblox introduced their “Occlussion Culling”, alternatively Frustum Culling, a lot of my environment in darkness had been majorly affected and now no longer renders things accurately to how it’s supposed to.
I was suggested something like a :Occlude() feature, but I can’t find since this resource is not visible to me in any location and most of the resources are vague about it.
I want to confirm that this has nothing to do with the asset or it’s properties. Alternatively ShadowSoftness helped out by a small portion by moving it down to 0. Unfortunately that’s as far it can go and it’s not a huge help as it only partially covers more from the unrendered area.
I’d appreciate some help and assistance in this as I don’t want this map I really love to be ruined in such a way.
We can’t really tell from just your picture exactly what it should look like. Looks like one of glowing spikes, but with no reference it’s tough to know.
What’s the CollisionFidelity of the MeshPart set to? I’m wondering if switching it to something like Box would help out with rendering it while it’s in view.
No, it isn’t a SpecialMesh, it’s a MeshPart that I imported from Blender to Studio. It doesn’t have any occuring issues with it’s normals and I believe it’s just Occlussion Culling at it’s fault as I’ve seen that it’s rendering system with unique meshes does tend to break in some way as it miscalculates the meshes edges and vertex for when to remove specific things behind said mesh.