View Full Version : Close planes conflict
Kinda something that always was annoying, but now I'm modeling people, it's getting to be an active obstacle, since often clothing is v close to the skin. The problem is this; While renders are just fine, often the viewports show a severe cull error type effect and show parts of surfaces past each other if they are relatively close (only relatively, not very), for example showing skin past clothing in a fairly non uniform, glitchy manner.
Is there a tolerance control or other which sorts this mess out? It's near impossible to work on certain things with the planes dancing past each other all the time.
Thanks for ideas ^_^
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FabioMSilva
06-21-2005, 07:10 PM
add a slight push modifier to the clothes.:thumbsup:
Hehe thanks man, but we are talking way beyond that sort of distance, I have to get things maybe a proportional cm or 2 apart to stop it T_T
This makes me pretty sure it's a setting somewhere, cus ppl model a lot closer details than that... hrm. Also seems to be based on object to object. I don't think close planes of the same object affect each other this way.
I'll keep looking hehe ;)
Gabriel Askew
06-21-2005, 11:25 PM
I haven't worked with a lot of cloth but when when things are close together and they flicker in front or behind each other it is sometimes fixed by one of two things, adding polygons to the objects (I know that sucks) or if you have a big scene with large objects or objects that are very far away from the origin, open up the properties of those large or distant objects and turn on "ignore extents". This way Max treats your scene like it is smaller in size and the tolerance of things like that are dealt with better. For example, if there is one omni light way out in space, Max treats your scene like it is the size of a planet instead of an office room. But I don't know if that will help with the cloth.
Greyfox
06-22-2005, 12:22 AM
I don't know if this would help but it's worth a try. Try playing around with your OPENGL settings in max or the default software driver or whatever it is you are using :)
As generally happens, those both sounded 100% on target, but ignore extents seemed to do nothing, and there was very little if anything I could do in the OpenGL dialogue, just choose version of directX.
http://img260.echo.cx/img260/2127/culldeath6ui.jpg (http://www.imageshack.us)
That's how the problem looks in viewport... in render of course, it isn't even there, no problems T_T The model is already severely degrading in quality as I continue trying to work under this problem, but I simply can't model another polygon like this :( It's SO frustrating, and only seems to occur in the models that really keep me going. Grah...
Thanks very much for the ideas so far guys T_T
Edit: I sent the file to a friend who uses d3d, and the problem showed up the exact same there too. Feeling somewhat glum. Arg!
Greyfox
06-22-2005, 10:14 AM
By the way .. nice model you have there.. I like it very much :thumbsup:
robinb
06-22-2005, 12:26 PM
It looks like a z-buffer precision issue. How are your system units set up? If the model is really tiny compared to 1 world unit this sort of thing happens.
Or if you've set viewport clip planes then check the settings. This sort of thing happens in games all the time. If you move the near clip plane too near the camera, then you have to move in the far one to compensate or you lose precision with the depth values. The z-buffer isn't linearly distributed, more precision is given to the camera end of the draw distance so this tends to show up more with objects far away from the camera. If the problem gets worse as you move the camera further from the character then that suggests this is what's going on.
Try making a massive floor plane and play with the near and far clip planes (right click on viweport label and enable viewport clipping). Move the near one out as far as you can before it cuts into the model and you can't edit it. And move the far one in until you can see it cutting into the far end of the ground plane. See if this improves the display.
Similarly different graphics cards have different amounts of z-buffer precision. If your's is an old card it might only be using a 16bit z-buffer. Check the card display settings and see if there's anything there to adjust it. Or it could just be that max isn't getting on too well with the card driver.
Thanks much greyfox ;)
Robin; going on your description (and btw thanks for the background info) I feel utterly sure that has to be it. I turned on standardised units (as I thought the scene/character are still very overly large due to previous efforts to fix this, so they arent simply too small, armspan of 10m o-O), and clipping/z-buffering really really looking like the culprits, but I can't find any variety of adjusters or overrides for them.
Sorry for the continued lameness :/ Haha we're getting close at least. Thanks for assistance.
robinb
06-22-2005, 05:28 PM
(right click on viewport label and enable viewport clipping).
That's the key bit (except spelt right). Where it says perspective in the top left corner of the viewport. Right click on that and a menu pops up. Select Viewport clipping and a little slider appears to the right of the viewport. The top arrow represents the far clip plane and the bottom represents the front one. Drag them up and down and check if anything changes. This is where having a huge plane is helpful so you can see the far plane approaching.
If you're using a camera, then that has clip planes in the modifier panel.
One other thing to check is the Field Of View of the perspective viewport. Do the same as above to bring up the viewport menu, but select the Configure option. Check the Perspective User View area and see what the FOV is. It should be about 45degrees or something. If it's tiny (5degrees) or massive (90) then it could be making the problem worse.
robin, I love you in a non touchy sortof way :D
Haha seriously man, you just solved a 9 month migraine. I messed with the sliders and things are fixed. The amount of zoom before objects are clipped needs trimming, but I really don't care for the meantime. I feel saved :P
Thanks endlessly.
robinb
06-23-2005, 12:28 PM
No problem. :) I seem to recall having similar problems years ago when working on a massive scene (city level for a game) that had to be at a weird scale to work on the target hardware. The viewport sliders saved my hair from being ripped out in chunks then.
These days I make very sure to work at a sensible scale and luckily most game hardware is quite happy to work with stuff exported at cms or meters.
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