Smoothed mesh looks corrupted in Studio when `RenderFidelity` is not `Precise`

When in Studio, a smooth shaded mesh will sometimes look normal after importing, when RenderFidelity is Automatic, but later, looks corrupted when RenderFidelity is Automatic or Performance. In my case, it first looked corrupted after reopening the file. In game, it always looks correct.

My mesh is an FBX exported from Blender. Normals are fine. I’m using a Smooth By Angle modifier.

Precise RenderFidelity, Studio:

Automatic RenderFidelity, Studio:

Performance RenderFidelity, Studio:

Performance RenderFidelity, live game not a Studio test:

If I reupload the same mesh, even to a different game, the MeshId will be different but it will render corrupted the same way. If I slightly modify the mesh and reupload, it renders correctly until the bug occurs again.

I have tried setting my mesh cache size to 0 and uploading a new mesh, but this didn’t fix the problem.

This has been reported before but couldn’t be reproduced at the time. I am reporting in a new thread so I can attach a private message and so I know it’ll get looked at. @pho01proof

Expected behavior

I expect my mesh to look the same in Studio and in game.

A private message is associated with this bug report

What is MeshPartDetailLevel set to in your Studio settings? That property is a bit misleading since a bigger level number actually means a worse quality mesh. It has previously caused me issues, and I’m wondering if you could be in the same boat? Also, the Roblox client always uses DistanceBased afaik, so to get an accurate reflection of your experience, you should set it to that if it isn’t already.

2 Likes

Thank you, that was very helpful. It was set to Level 04, when I set it to DistanceBased it’s fixed.

It’s weird that the imported meshes are fine initially. I found the setting misleading too, I’d expect Level 04 to be the highest quality like Editor Quality Level.