why jaggies where 2 surfs meet?


#1

I get a lot of instances of 2 surfaces (Faces) meeting, let’s say when one object rests on top of another. Where the two faces with two surfaces meet, I’ll get a jagged edge. Sometimes it works to extend one face beyond the other, but sometimes not. Even 2 faces on the very same bit of geometry will produce jaggies where they meet!

Fiddling around here trying to find a cure or workaround but having little luck. Turning up Anti-aliasing doesn’t remedy it; it merely masks it and you don’t get a truly clean edge.

I’m posting an image which shows the kind of thing I’m seeing.

thanks for any hints.

n

http://thinkplan.org/jaggy.jpg


#2

Its not clear what you mean. Is this jaggedness showing up on rendered images or is it just on the 3D-view? Blender’s renders would have artifacts when two faces are on same plane (on top of each other).

Are the two faces part of one mesh? If so, go to edit mode, switch to face editing (shift-tab) and hit “A” to select all faces. On the 3D menu. navigate mesh->vertices-> “Remove Doubles”. Also convert Quads to Tris … sometimes blender doesn’t compute quads right. If you know how to spot the anomaly, I’d suggest you leave other Quads and fix the affected ones

Hope that fixes it.


#3

You are not supposed to have two faces very close apart. It is a math problem as there is limit to computer math precision. Try moving them away or set tighter limits in camera settings.


#4

if it’s aliasing problems you’re talking about when you say ‘jaggies’,
perhaps try a different AA filter not just turning up the AA samples.

iirc, in blender 2.5x the default used is mitchell-netravali,
which I believe is not a very strong(wide range) blur.
instead you may want to try gaussian for an example.

hope this helps. :slight_smile:


#5

are you talking about z fighting?

http://en.wikipedia.org/wiki/Z-fighting

can you post an example blend?


#6

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