Roblox texture disappearing when you look past the horizon, rendering bug with the engine?

So. I’m working on an ocean for a lobby, it’s multilayered, blue on top with 2 textures, rest of the layers are black besides the foam layer on top of everything (mesh part with surface appearance) and are all obviously, translucent. When you look at the angles that seem to correspond to the horizon in this case, the textures just disappear.

You guys are my final hope, please help if you know a workaround or something I possibly missed!

From the surface, this looks like depth-sorting errors which is inevitable for all rendering systems with regards to translucent objects and a moving camera. But I’d be interested to see more about how it’s set up and maybe figure out a way around it. So here’s a few troubleshooting questions:

Just to confirm; is this two Texture objects, a meshpart with a texture like you said for the foam, or a decal?

Is there a reason you don’t want to use Smooth Terrain water for the immediate proximity, with a mesh stretching into the horizon? If it’s an art direction thing I’d understand, just asking the reason :slight_smile:

Can you show a side-profile of the layers of water? As well as a show of the Explorer window of what’s inside the water objects :smiley:

Fortunately there are like a hundred ways to make water, it’s just a matter of finding which one works best for your use case :slight_smile:

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It’s two textures in a union part


(layer1 is the blue layer)

Side profile:

How it looks on parts

I did it this way because of how it affects the parts that are placed in it.

Interesting, thanks for sharing.

Just for troubleshooting, can you temporarily remove the two textures in each object and see if the issue doesn’t happen. I have a feeling it will stop happening and that the Texture objects are causing this, but want to confirm. If it is the texture, I’m sure we can figure out a workaround that’ll still achieve the desired look.

Few more questions, just so I have a more complete picture:

  1. What benefit do Unions provide for this
  2. What does the Texture look like, like visually by itself and applied to the Union.
  3. Is there a reason for having two Textures on the same object, assuming they’re applied to the same Top face?

Unions because i was lazy, I was trying to unionize 4 2048 x 2048 squares together but it didnt work, i was hoping it would work around the size limit, i gave up on the large map and just used the still 2048 x 2048 union.

The textures are just water textures, i don’t know. two textures because it adds more diversity, they aren’t the same texture.

it 100% is the fault of the translucent layers below, it works when the lower layers are deleted, and only the top layer remains, roblox just hates rendering a bunch of translucent parts together.

Well you’re in luck - you can use Mesh objects inside a Part, scaled to 10000, to get a nearly endless ocean. Stack a few, change the transparency, and you have a good effect. These Mesh objects were a common tool before MeshParts, and are still typically used for oceans even today because they can scale larger than the Part limit (at the cost of having no collisions). They can also respect Part Materials and Decal and Texture objects on their surface.

Here’s the file:
Ocean.rbxm (4.3 KB)

This method doesn’t have the same white foam effect you have in your picture, but there’s a lot of ways to replicate that as well :slight_smile: