Mesh lighting messed up when zoomed in

I’m using MatcapMaterial for a mesh and while zoomed far enough out, it looks correct


But upon zooming in, it looks all messed up

Fortunately this happens very rarely, most of the time my surfaces look fine even while zoomed in, although it doesn’t seem random since the same dataset produces the same results. Does anyone have any ideas about what’s causing it and potential fixes?

Edit: Using flatShading btw

From what i can understand from the screenshot, it looks like z-fighting.
If you are enabling shadows, try adding a bit of shadowbias.

Z-fighting with what though?

(I haven’t touched shadows at all, it would have to be automatic behaviour if they’re involved)

Is it possible you have 2 meshes layered on top of each other with different materials?

I’ve seen this type of problem solved by setting light.shadow.bias to a small value, something like 0.0001.

This is promising, where can I find this? The only light I’ve added to my scene is a single AmbientLight which as far as I can tell doesn’t have shadow properties. Is it something to do with the “baked in” lighting of MatCapMaterial?

Good suggestion but no, this is the only mesh (and if there was somehow another exactly on top then it would be exactly the same material)

2 identical meshes but with different materials sometimes produces this effect. Since different materials sometimes use slightly different vertex transforms.