Alright, fair warning: this is an extremely weird problem. And, before I even explain the problem and someone suggests it, collider damping is 0 and the models I’m using have perfectly straight faces.
Now, the problem is that FBX models I export from Blender and apply a 1 meter tall box collider to cause the Cinemachine FreeLook camera to sink into them at seemingly random points. Using a mesh collider (either convex or not; both work) seems to prevent the clipping, but the camera still makes weird bumpy movements as it slides across the surface.
There are no additional colliders on the object, and there are no additional colliders from other objects near the object. I have observed the same problem in a scene with only the camera, the target, and a single floor tile. I scale the object laterally to create larger floors. I have not been able to reproduce the problem with primitives included with Unity.
Examples
Here is an example image showing a grass plane (which uses a mesh collider) and a floor plane (which uses a box collider). Note that the character height does not change, proving that the ground is at the same height in both cases. Yet, the camera clips through the box collider.
https://gfycat.com/HeftySickHawaiianmonkseal
Here is an example demonstrating the same behavior on a contiguous face:
https://gfycat.com/AlienatedBowedGossamerwingedbutterfly
And, here is an example showing the camera moving up and down in the editor. The wireframe edge can be ignored; I have observed the same behavior far away from edges.
https://gfycat.com/AstonishingFavorableAmericanmarten
Settings
Finally, here are my collider settings:
Setting the collider radius to a higher value significantly exacerbates the problem.
Files
Here’s one of the models I apply the collider to: Test Plane
Versions
Unity 2017.1.0p4
Cinemachine 2.1 RC1