Hardware OpenGL renderer and problems about


#1

Hello, please help me, i have got this, overlapping all around the scene, can you see that?
Picture-Viewer-2020-03-31-20-37-26

But it ihappens only in viewport but when i render it out into final quality it is fine, but when i work with it and when i render it out as Hardware Open GL for the Playblast purposes it is the same.

I have to note that i have the very high focal lenght in camera settings just for Orthographic look.

But it all seems to be because of this settings i found out. Is there any sollution for this guys, i do really need help. Thank you


#2

View settings > View Clipping


#3

Do you have any coplanar polygons? That is, polys that exist in the same space in the same plane (like if you duplicated an object on top of itself) – OpenGL doesn’t know which polygon to draw first and you get horrible flickering. (Difficult to tell exactly from the GIF).


#4

Thank you for your answer but nothing like you mentioned is in this case, i do not have any object at the very same place to be overlapped


#5

I cannot find those settings you were writing, under the viewport view options, there is not any settings (view clipping). Where can i find them please?


#6

Type Ctrl(Cmd)+D to get to Project Settings, then under the Project Settings tab, there is an item called View Clipping. If you click the little black arrow, you’ll get specific measurement choices if required.

If your project scale is too large or small overall, you may want to change it to stop strange issues. This can be changed in the same tab as required.

view_clipping


#7

Thank you all but especially to holy Drew Kerr, the Near value did that trick (i increased this value up to 100) and it resolved my problem. Thank you very much! :slight_smile:


#8

I have got another question in my mind :slight_smile: When i rendering out project where i do have some objects visibility set to Visible in Renderer switch off but the Visible in Editor is on, i can still see it in viewport that is what i expected, but this Hardware OpenGL renderer avoid these setings and renders it out also.

visibility

Is it normal behavior about this renderer? It just render out the viewport? I went through the documentation but no mention about this there…


#9

That is because the Hardware Render is actually rendering the Editor window using OpenGL and is therefore not considered a Renderer in this case.


#10

Thank you, what do you use most for the Playblast purposes?


#11

In my opinion, the Hardware Renderer is the proper way to do playblast testing and is what I use to get timing right. I use Redshift for true rendering.

If you want to keyframe Visible in Editor/Renderer type things, you may want to look at using Takes to make it foolproof so you don’t get things displaying or hidden incorrectly when it comes to a playblast or full render.