I imported several models off of turbosquid. Most of them look great, but a couple have black hashing at certain vertices. What causes this? Any solution inside of Godot or to I need to have the source files and use Blender?
Can you take screenshots while using the wireframe debug draw mode (click the Perspective button in the top-left corner of the 3D viewport)? Also try the Unshaded and Overdraw debug draw modes.
Bumping this thread as I got the same issue. I have recently downloaded Godot v4.2.1 to see what’s new and the first model I imported came with this black hashing issue. This seems to be present only on Forward+ Renderer (as I switched to Mobile and the issue was gone) and did not happen on versions 4.1 and earlier. I tried opening the project again and the artifacts are still there.
These artifacts also show on Wireframe and Unshaded. They slowly fade out as I switch to Overdraw but instantly return on any other view. They also do not show on Orthogonal view.
This issue only happens if I add any opaque material override.
Same behavior occurs on fresh created projects.
(Had to make a single image showing all views because I’m a new user)
Sorry for the delay.
I did have FSR2 enabled, but that was not the root cause as it also happens on a fresh project. I disabled it and no changes. Disabling or enabling TAA also did not change the artifacts.
Where should I send the sample file? I prefer not to share this model with everyone.
Edit: More points I noticed that made the issue go away:
Setting Transparency to Depth pre-pass (Disabled as default)
Can you try checking Force Disable Compression in the Import dock after selecting the 3D scene in the FileSystem dock? Also try toggling Ensure Tangents.
If disabling mesh compression resolves the issue, it’s likely that the source mesh has invalid tangents somehow.
We probably can’t do anything about it – it’s an issue with the source file that needs to be fixed in the 3D DCC, but if you don’t have access to the model source, trying to fix it may prove difficult.