Blender sphere breaks when deformed

Godot Version

4.4

Question

I working on a basic shader that deforms a mesh along its normal based on noise texture. Applying this to the MeshInstance3D sphere in Godot works as expected but when I use a sphere I exported from blender it breaks as can be seen in the screenshot. Applying ‘Shade Smooth’ or Shade Auto Smooth’ also does not change this.
Doing the same deformation inside of blender also works as expected and does not create these artifacts.
Is there some setting during the export I have to use or what might be the issue here?
I’d greatly appreciate any help as I have tried many things and cannot seem to figure it out.


You are offsetting the vertices of that sphere based on a noise map mapped to the UV’s of the sphere, which I imagine are chunky and not seamless. You’ll want to map that noise in another way, use a 3D noise, etc.

Also check your verts in blender to make sure they are all welded, including the UVs.

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