Odd lines in edge mode

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  01 January 2013
Odd lines in edge mode

After bevelling a bit of geometry I get distracting lines in the viewport. Renders fine but it is difficult to keep working with all these lines.. It is not consistent, in that it changes as you move round.. Is this a bug??

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  01 January 2013
could be a bug, but most likely these are degenerated polygons you created with
poly modelling operations.
  01 January 2013
Well I would think that if the extra lines remained the same.. but they do not.. as you move the camera the lines change...Plus it is a simple plane with a few holes extruded and bevelled..

  01 January 2013
noone can tell for sure just with a picture, but a camera dependent occurence is
actually a strong sign for degenerated polygons. as your mesh is quite simple -
have you run optimize with a larger tolerance settings ?
  01 January 2013
actually looks more like a driver problem. which video card & driver version do you have installed?

does it happen with other geometry?
Do what you want to do, not what you think you want to do.
| ToothedWheel V2 plugin for C4D |UberTracer plugin for C4D |
  01 January 2013
Do you have weighting applied ?
Did you try and do the old c&p into a new file ?

Any reason you extruded / bevelled from a plane
rather than extrude splines ... less geometry ?

As posted, without a file, just guessing.

iMac 3.06 ghz Intel Core 2 Duo / 16 GB / OS 10.13.4 / C4D StudioR12 / CS6
  01 January 2013
thanks I will look a bit further tomorrow, but looking at the geometry closer earlier I think it is a degenerated polygon problem. I do not know why though. but the bevel is good on one side but is showing some irregularities on the other. I will remodel with splines as suggested, to see if it can get rid.

  01 January 2013
something like this happens when you accidently hit bevel with a bevel width
of zero without noticing it. your mesh will remain visually almost the same,
but you have actually created some polygons with the size of zero. as your
active selection chanes with the beveling command these irregular polygons or
their edges are now your active selection. if you hit the bevel command again
now (because you do not know that you have already accidently beveled your
original selection), you will end up with these very thin irregular polyons.

if this is what happend to you, there is no need to start all over again, you will
most likely get away with the optimize command with a fitting tolerance value,
which will get rid of the unwanted polygons (and points).

Last edited by littledevil : 01 January 2013 at 11:35 PM.
  01 January 2013
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