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Black flickering when objects are farther away from the camera

Home Forums Graphics / 3ds Max Black flickering when objects are farther away from the camera

Viewing 5 posts - 1 through 5 (of 5 total)
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  • #79124
    gf3d
    Customer

    Hi Guys, i´m working on optimizing my “Mars Attacks” project….

    I noticed that that all of my obejcts ( which have AO included Textures now )
    show a visible black flickering when they are farther away from the camera….

    I work with Max 2022 and Verge 4.8.0….

    Any ideas why this happens…..Backface cull is activated on all oblects…..

    Greets

    Ger

    #79126

    Hi Ger,

    Let’s try to pin it down. Can it be artefacts from shadows? you might try disabling them for the moment to see if this is so.

    My second guess is precision – if there are 2 surfaces close to each other, they can start conflicting at far distances.

    Chief 3D Verger | LinkedIn | Twitter

    #79127
    gf3d
    Customer

    Ok …since its not a shadow problem….I gues it is your second opion….i was thinking in the same direction….it is on surfaces underneath which there are other surfaces quite near….

    thanks for confirming this…..

    since my modells are quite complex i gues i need to do something about the modelling

    Greets

    Ger

    #79131
    kdv
    Participant

    most likely it’s so-called “z-fighting”. in some cases it can be fixed this way (set near clipping to 1. the default value is usually 0.1)

    the most effective way is using logarithmic depth buffer

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #79139
    gf3d
    Customer

    Thanks KDV…..after i did use the puzzle ……it worked fine
    But not with a setting of 1……It looked fine with a setting of 5

    Greets

    Ger

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