Shading issue with meshes

Greetings,

So I tried importing a cylinder with slightly tilted sides (so using the default cylinder doesn’t work) into the ro studio, but when the mesh is resized, some weird shading issues happen (see screenshot). I’ve tried both blender’s autosmooth feature- and manually smoothing the sides of the cylinder while keeping the top and bottom unsmoothed, but both have the same shading issue.
Would there be any way to get rid of the odd shading?

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Hi there!

When making a mesh in blender, try making a loop cut and bring it to the very bottom of the mesh… should work :slight_smile:

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It’s still having the same problem after doing that

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You can try de-selecting CastShadows.

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Oh… Not sure what it is then, sorry.

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Seems to work, but it looks kinda odd without cast shadow.
Is it somehow casting a shadow on itself or something, causing this weird shading?

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Hey @25darkstar!

A lot of possible solutions have been discussed already. All the ones I’ve had in mind.

My proposal!

To reach a better solution, show us the model’s topology in wireframe mode in blender.

Hope we can to the bottom of this!

Cheers.

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Which lighting technology does the place use?

game.Lighting.Technology

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Here’s the wireframe (perspective, side, bottom)

I’ve tried future and shadowmap but both had the same problem

Is that mesh hollow or solid? If you move your camera inside it in studio, do you see the inner wall without the double sided property?

It’s hollow.

Meanwhile I’ve made a new mesh that works properly for some reason, the shape’s a bit different (larger cone with some insets on the side) and I’ve made it a lot smaller, maybe the model size was the problem?

Autosmooth is kinda buggy on roblox from my experience. I’d use the edge split modifier instead.

You’ve already got the edge loops marked sharp, use the edge split modifier with the edge angle disabled and sharp edges enabled.

There’s also the factor of collision geometry playing a big part in all of this. For some reason, collision geometry affects the shading. Unfortunately, there’s no real way to change or fix how Roblox does the collision geometry or turn of the shadows for just the collisions. They probably use collision geometry as a means of making areas darker the thicker you make an asset, but even then a thinner asset with somewhat complex geometry can still have this issue. I really don’t know a good fix without completely revamping every last aspect of my geometry which I would rather not.