Viewport accuracy issues

Viewport accuracy issues

danielDDJXC
Participant Participant
2,456 Views
5 Replies
Message 1 of 6

Viewport accuracy issues

danielDDJXC
Participant
Participant

We always work with Unit scale set to cm. This is the sweet middle spot between mm and meters.

This makes the most sense for all things that we want to create.

The only problem with this is that the 3dsmax view-port is extremely inaccurate when working in this metric.
The benefits still outweighs the disadvantages, but it would be nice if there was a way to fix this and still be able to work in a centimetre scale?

The inaccuracy get's extra bad when you zoom out.

 

This is what the view-port looks like:
Capture.PNGCapture1.PNG

 

 

0 Likes
2,457 Views
5 Replies
Replies (5)
Message 2 of 6

RobH2
Advisor
Advisor

I suspect that your model is really, really far from the 0,0,0 origin or is really huge. Move everything to the origin and that issue should go away. Max is not great in either situation. Maybe it was imported from other program where it wasn't at 0,0,0? See if moving you whole scene helps. 

 

Edit: Here is something that @BenBisares posted. It's helpful as well. https://knowledge.autodesk.com/support/3ds-max/troubleshooting/caas/sfdcarticles/sfdcarticles/Object... 

 

Have a look at this, the bottom part describes the and is pretty helpful:

https://help.autodesk.com/view/3DSMAX/2021/ENU/?guid=GUID-22D2D2B9-9A82-47FA-88DD-67B1A91E2337


[Origin slider, Distance from Origin, and Accuracy]


Rob Holmes

EESignature

------------------------------------------------------------------------------------------------------------------------------------------
3ds Max (2025-2027), V-Ray 7, Ryzen 9 9950X3D Processor, DDR5 128MB, Gigabyte Aorus X870E Master motherboard, Sabrent Rocket NVMe Gen5 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
------------------------------------------------------------------------------------------------------------------------------------------
0 Likes
Message 3 of 6

RobH2
Advisor
Advisor

Here is something that @BenBisares posted that might explain it better. 

Object-s-exhibits-polygon-z-fighting-moves-erratically-and-or-form-becomes-distorted 


Rob Holmes

EESignature

------------------------------------------------------------------------------------------------------------------------------------------
3ds Max (2025-2027), V-Ray 7, Ryzen 9 9950X3D Processor, DDR5 128MB, Gigabyte Aorus X870E Master motherboard, Sabrent Rocket NVMe Gen5 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
------------------------------------------------------------------------------------------------------------------------------------------
0 Likes
Message 4 of 6

danielDDJXC
Participant
Participant

Thank you.
I could ofc. just merge my scene into a file with unit scale sett to meters, but I don't want to.
Meters is an inconvenient unit to type in, like; who measures a desk or coffee cup or a chamfered edge in meters?
You ofc. use centimeters like a normal sane person. Units in centimeters also transfers perfectly 1 to 1 to unreal engine.
Why can't Autodesk just make a viewport that works without Z-Fighting, when it is possible in al other 3d software?

0 Likes
Message 5 of 6

RobH2
Advisor
Advisor

Sure, glad if it helped.

 

I'm not quite sure what you mean about z-fighting being possible in other software. I use a number of them and if you have two planes that are identical and on top of each other perfectly, it causes various issues.

 

I pretty much use CM all the time because of the Unreal Engine compatibility and compatibility with a lot of plugins and other products. I pretty much never use Imperial units. It's just problematic frequently. It's easy enough to set Max's System units to CM and the Display units to Inches if that's preferable. I've never had issues with that. And of course, if you are doing Civil Engineering you'd use meters whereas if doing Jewelry, you's use MM. No magic there. 

 

Just try to model and import close to the origin and all the precision issues will be minimized. 


Rob Holmes

EESignature

------------------------------------------------------------------------------------------------------------------------------------------
3ds Max (2025-2027), V-Ray 7, Ryzen 9 9950X3D Processor, DDR5 128MB, Gigabyte Aorus X870E Master motherboard, Sabrent Rocket NVMe Gen5 M.2 drives, NVidia RTX 4090, Space Pilot Pro, Windows 11 Pro x64, Tri-Monitor, Cintiq 13HD, Windows 11 x64
------------------------------------------------------------------------------------------------------------------------------------------
0 Likes
Message 6 of 6

danielDDJXC
Participant
Participant

Yea, you are correct of course.

It is a limitation of the software, as such I wish they would tear out this Nitrous / active shade component and just rebuild it properly form scratch. Instead of this minimal effort patchwork approach to updates that autodesk has been doing these last 15  years.

 

Until then I will just have to use a work around. ^^, 

0 Likes