Hello, I am having some problems with coplanar faces / zfighting in a scene I am working on. They are two objects that are sort of self intersecting, a glass object on top of a shelf object. Both materials are set to two sided.
I can only post a small section, but you can see the problem here. I have searched through and found a few threads which suggested not to use Delone triangulation (I don't) and to increase the secondary ray bias. The ray bias didn't seem to help here, at least at .001 and .005, so I wondered if there was another way or if I just need to keep testing values in the secondary ray bias. I've been doing tests but while I work on them I figured I'd ask. Is there an upper limit to secondary ray bias?
The effect I'm getting during animation is very similar to the bottom image at this link: http://www.spot3d.com/vray/help/200R...s_switches.htm
However the difference is that this isn't the same object intersecting itself, it's two objects intersecting eachother.
Any ideas are greatly appreciated, and thank you.
I can only post a small section, but you can see the problem here. I have searched through and found a few threads which suggested not to use Delone triangulation (I don't) and to increase the secondary ray bias. The ray bias didn't seem to help here, at least at .001 and .005, so I wondered if there was another way or if I just need to keep testing values in the secondary ray bias. I've been doing tests but while I work on them I figured I'd ask. Is there an upper limit to secondary ray bias?
The effect I'm getting during animation is very similar to the bottom image at this link: http://www.spot3d.com/vray/help/200R...s_switches.htm
However the difference is that this isn't the same object intersecting itself, it's two objects intersecting eachother.
Any ideas are greatly appreciated, and thank you.
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