I make a 3d model which have two objects.I find that they interfere each other , I think the problem is about render depth,but I can slove this.
3d model file : door.fbx
How can I sove this problem?
which key world should I sreach in google to find the Solution？
Why do you want to render two objects overlapping ?
Is is because you want the outer part to be another material ?
Hi, thank at first.
Actally, two object has a few distance ,they also interface each other:
Does the front object have a depth ? Or is it just a plane ?
If this is a box with a very short depth, your issue is probably that the two opposite faces of the box are interfering, try to increase the depth.
They have a depth. If I increase the depth , they don’t interfere each other until camera move very far.
I make two new box,and they will interfere each other if camera move very far.
I think that object depth,scale , camera position are the influence factor.
I want to find the principle or the keyword to study it , and try to slove or avoiding such problem.
I can’t help you more sorry…
I don’t know why the faces interfere again when the camera is farther. I guess it comes from how the renderer sorts the faces, it looks like depth sorting becomes imprecise with the distance.
I will let a more experienced user answer.
What you see is so called z-fighting which is a precision related issue of the depth buffer. The following fiddle demonstrates this effect very noticeable (just move the camera around):
A 3D engine can’t solve such issue automatically for you. You can try the following things to mitigate it:
- Avoid overlapping faces which can be achieved during the design phase
- Keep your view frustum as tight as possible (avoid large deltas between
- Try to disable
depthWrite for certain materials like in this fiddle: https://jsfiddle.net/5s7evdgk/1/
- Usage of logarithmic depth buffer might also help
@Mugen87 Why within the same scene with the same camera frustum, z-fighting occurs only when the mesh is far from the camera ? ( as shown in OP’s last video )
The precision in the depth buffer is higher at the
near plane and worse towards the
far plane. One can also say the precision is non-linear due to the perspective projection.