Announcement

Collapse
No announcement yet.

Co-planar faces / Z-Fighting.... best method to fix?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Co-planar faces / Z-Fighting.... best method to fix?

    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.
    Attached Files
    Last edited by Deflaminis; 03-11-2011, 06:38 PM.

  • #2
    Updated: I went through and did fix the problem with a high enough secondary ray bias, but it also had the weird effect of darkening all my glass fog colors. I can always fix that in post so I guess a solution was found. Thanks.

    Comment


    • #3
      Good to know that you found a work-around; unfortunately it is not that easy to fix this on our end automatically in a way that will work in all cases.

      Best regards,
      Vlado
      I only act like I know everything, Rogers.

      Comment

      Working...
      X