View Full Version : Polygons become see-through?!
IestynRoberts 06-01-2006, 04:29 PM Hey - alright, i've got this problem. If you'll have a look at the attached pic, it's a screengrab of my current scene, and when i move the camera to go behind the solid polygon wall, you can see everything right through it, the same thing goes for everyhtng polygonal in the room.
Do you guys think it might be the graphic card? Im currently running Maya 7.0 on an ATI Raedon 9200SE.
Thanks
-Iest
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Houkah
06-01-2006, 04:55 PM
Hey - alright, i've got this problem. If you'll have a look at the attached pic, it's a screengrab of my current scene, and when i move the camera to go behind the solid polygon wall, you can see everything right through it, the same thing goes for everyhtng polygonal in the room.
Do you guys think it might be the graphic card? Im currently running Maya 7.0 on an ATI Raedon 9200SE.
Thanks
-Iest
It might be as simple as not being double sided. Select your polygon and go to the attribute editor. Under render stats see if Double sided is checked.
de_tomato
06-02-2006, 08:26 AM
It should be your graphic card problem. Hope the above solution would be able to solve your problem tho.
IestynRoberts
06-02-2006, 09:30 AM
Hey - thanks, i'll try that when i get home tonight and let you guys know.
-Iest
vvmanoj
06-02-2006, 11:41 AM
You could also try typing the following the commandline (after selecting the object):
displaySurface -xRay 0;
Cheers,
Manoj
IestynRoberts
06-03-2006, 12:44 PM
Hey - ive tried all your opinions, and no luck - i bet it's to do with the graphics card. I'm thinking of buying a Nividia Quadro 1400 - would you guys recommend this for Maya 7.0?
Many thanks
-Iest
Yodajammies
06-03-2006, 03:39 PM
couldn't you get this same effect by virtually turning your box inside out? I remember doing a tutorial where you reversed the normals (or something to that effect) so that you could see inside the box when your camera was outside.
IestynRoberts
06-04-2006, 10:20 AM
Hey - nope, nothing to do with Normals, also when i zoom out, way out, everything just becomes a wireframe. Hmmmm
Oh well, guess i'll have to get myself a new Graphics Card. Roll on payday!
-Iest
IestynRoberts
06-04-2006, 10:32 AM
Here's another example on the counter;
darkjedi1929
06-04-2006, 03:51 PM
Select the camera, open it's attribute editor and change it's near clip plane value to 0.1. It should currently be .001. That will mostly solve your problem
IestynRoberts
06-05-2006, 05:01 PM
Select the camera, open it's attribute editor and change it's near clip plane value to 0.1. It should currently be .001. That will mostly solve your problem
Awsome!!! Thanks a lot, it works fine now.
Thanks
-Iest
victor
06-05-2006, 05:18 PM
Yeah. That's a clipping plane issue.
Clipping planes don't only determine where things will get clipped, but also the precision of everything between them. The longer the distance between them, the less precise drawing will be.
So, if you raise your far clip plane to fit your model, you should also raise the near one, and generally, you can just move the decimal place the same for both.
IestynRoberts
06-05-2006, 11:16 PM
Excellent! Thanks guys, now i understand the clipping planes better now, didnt know what on earth they were for!
Thanks again!
-Iest
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