News:

 

Topic: Display Issue - Retopo On or Off  (Read 2376 times)

0 Members and 1 Guest are viewing this topic.

  • Posts: 514
  • Polygon
March 04, 2016, 10:15:35 pm
The clipping plane issues in Nvil are probably the most frustrating part of the program.

Does anyone know how to get the mesh to display the same when retopo is on or off.

At the moment I have the problem when retopo is on the mesh displays nicely, when it is off it does not.

- I have near plane scale set to 0.1 and far plane scale set to 100 in auto settings of preferences. All other clipping plane preferences are set to 0.
- Scene scale is set to 10
- Retopo Z render offset is set to 50
- The overall size of my model is approx 13 x 13 units.
« Last Edit: March 04, 2016, 10:17:56 pm by kevjon »

  • No avatar
  • Posts: 3705
  • Developer
  • Administrator
  • Polygon
March 05, 2016, 04:02:55 am
The ratio between near-plane position and far-plane position seems too big. Increase the near-plane position to 1 from 0.1 and see if better.

  • Posts: 514
  • Polygon
March 05, 2016, 04:20:26 am
When I change near plane to 1 I get this result after using "fit all".
« Last Edit: March 05, 2016, 04:22:04 am by kevjon »

  • No avatar
  • Posts: 3705
  • Developer
  • Administrator
  • Polygon
March 05, 2016, 05:11:40 am
Can you send me your config files and this scene file?

  • Posts: 514
  • Polygon
March 05, 2016, 05:34:05 am
Will do.

  • No avatar
  • Posts: 3705
  • Developer
  • Administrator
  • Polygon
March 05, 2016, 09:14:34 am
The problem lies in your geometry. The two surface are too close to each other.

  • Posts: 514
  • Polygon
March 05, 2016, 11:34:21 am
I want the two surfaces to appear to seamlessly blend even though they are separate meshes.

I don't understand why it can display correctly with retopo on and does not when retopo is off.

  • No avatar
  • Posts: 3705
  • Developer
  • Administrator
  • Polygon
March 05, 2016, 11:05:20 pm
I don't know any way that can do what you want. There is a z depth buffer issue. In retopo mode, selected object is rendered closer to view camera to avoid z fighting. But that can not be used as the solution for your problem.

  • Posts: 514
  • Polygon
March 06, 2016, 08:44:14 am
Pity it can't be done.

It makes modelling stuff harder because you can see visually see if you have modelled it correctly or not.