Weird rendering issue with flickering dots on mesh

Hi Sarah, I apologize for the late response. I honestly didn’t expect anyone to respond to my question and I kind of just gave up on monitoring this. To answer your question regarding my material editor, I can confirm that this has nothing to do with the material itself. Please check the following images:



I basically disabled the texture to see if the problem persists and it still does. In the textureless image, you can see that the squares don’t really alternate in a checkered pattern similar to regular meshes. This is because the mesh is procedurally generated through a greedy meshing algorithm. So only areas of the mesh that are clumped together have the checkered pattern and this can be observed in parts of the mesh that have the same color in two squares that are adjacent to one another. This may be more noticeable with the wireframe image that I attached.

I’ve also attached an image with a mix between the two so you can see the wireframe and the regular overlapped. I’ve added a red circle to represent some of the dots that I mentioned in my original post and you can see from this image that these dots tend to appear near parts of the mesh that are separated by the greedy meshing algorithm.

This basically confirms that these dots are only observed in the edges between two adjacent components of the mesh that are created through the greedy meshing algorithm. One step further in the sense that I identified that the issue has to do with the procedural mesh but I’m now stuck in a spot where I can’t figure out what causes this to happen. I don’t know what I can do or how I can modify the meshes to properly align themselves despite the fact that they seem to be properly aligned based on my code.

Regardless though, thank you for your response. I wouldn’t have stumbled across this observation I made unless you asked me about my material. I’m hoping I could fix this issue soon as it’s driving me crazy.