Solved! Go to Solution.
Solved! Go to Solution.
Solved by BenBisares. Go to Solution.
I appears that the door have no depth. You might have coincident vertexes Maybe rebuild that door or try to pull the two surfaces apart.
Also, it looks like it could be an issue with Smoothing Group IDs. Select the whole object and go to 'poly' sub-object and 'select all' polys. Then go to 'Polygon:Smoothing Groups' menu and choose 'Clear All' and see if it helps.
Rob Holmes
------------------------------------------------------------------------------------------------------------------------------------------I appears that the door have no depth. You might have coincident vertexes Maybe rebuild that door or try to pull the two surfaces apart.
Also, it looks like it could be an issue with Smoothing Group IDs. Select the whole object and go to 'poly' sub-object and 'select all' polys. Then go to 'Polygon:Smoothing Groups' menu and choose 'Clear All' and see if it helps.
Rob Holmes
------------------------------------------------------------------------------------------------------------------------------------------I tried what you suggested but it didn´t help. Maybe it will be problem with graphics. But thanks for answer
I tried what you suggested but it didn´t help. Maybe it will be problem with graphics. But thanks for answer
If you can upload the file I'd be happy to look at it.
Rob Holmes
------------------------------------------------------------------------------------------------------------------------------------------If you can upload the file I'd be happy to look at it.
Rob Holmes
------------------------------------------------------------------------------------------------------------------------------------------Looks like a classic case of z-fighting to me. Basically if you're working on a large scale and you have objects that are thin you can have a situation where the polygons of the thin surface "fight" each other to show up in front.
Solution is simple thankfully. Enable "Viewport Clipping" and drag the near clip slider up, just a pixel or two, enough to make the z-fighting go away. You'll also get a nice Viewport refresh performance increase too.
Looks like a classic case of z-fighting to me. Basically if you're working on a large scale and you have objects that are thin you can have a situation where the polygons of the thin surface "fight" each other to show up in front.
Solution is simple thankfully. Enable "Viewport Clipping" and drag the near clip slider up, just a pixel or two, enough to make the z-fighting go away. You'll also get a nice Viewport refresh performance increase too.
That's a great tip Ben. It's amazing the things you learn about Max over the decades. I've been using it for 25-years and didn't know that a little "touch" of viewport clipping could mitigate z-fighting. Nice.... I hope it helps the OP but I suspect it can be fixed by correcting some modeling issues. I hope they upload a file to look at.
Again though, love this tip.
Rob Holmes
------------------------------------------------------------------------------------------------------------------------------------------That's a great tip Ben. It's amazing the things you learn about Max over the decades. I've been using it for 25-years and didn't know that a little "touch" of viewport clipping could mitigate z-fighting. Nice.... I hope it helps the OP but I suspect it can be fixed by correcting some modeling issues. I hope they upload a file to look at.
Again though, love this tip.
Rob Holmes
------------------------------------------------------------------------------------------------------------------------------------------Thank you very much !!! 🙂
Thank you very much !!! 🙂
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