I'm trying to work with a really large object (XYZ approx. 8,000x7,000x8,000 meters) and the viewport seems to have trouble showing just the things facing me at the corners. It's like things become partially transparent at this scale when they're "near" each other (see animated gif, it's hard to describe). Is there any way to fix this and get a clean display? I want to work at 1:1 scale, should I not at this size?
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It looks like this pushes the limits of camera clipping. It appears camera clipping has some undefined behavior above 10000m. – Allen Simpson Nov 25 '20 at 21:19
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When dealing with very large or very small objects it is likely that you run into problems with lack of precision in the depth buffer. 3d engines cannot precisely determine which objects are in front of others, creating z-figthing. The fix is to adjust the Clip Range so that it encompasses your scene, no more, no less.
Select the camera, then in the camera section of the properties window set clip start and clip end.
To visualize the clip range, enable Viewport Display > Show > Limits

susu
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Thanks, adjusting Clip Start fixed it. Doesn't affect my renders because the camera default Clip Start is higher than the viewport's. – Porblorbulon Nov 25 '20 at 23:07
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The detph buffer is limited. To avoid imprecision such as Z fighting use it to fit your scene (and camera distance). – susu Nov 25 '20 at 23:10

