Aniruddh 183 Posted December 23, 2020 Share Posted December 23, 2020 (edited) Screenshot explains everything: Notice the graphical glitch on the mount of the engine (the squares that are different shades of green). This only shows up when the part is highlighted in the editor. Does anyone know the cause of this? The mount was created using the extrude tool in blender, that might be the problem, although it doesn't affect other parts I've used it with. Subdivision surface seems to be the cause of the issue. Does anyone know a way to keep subdivision surface, but remove this glitch? Thanks. Edited December 23, 2020 by Aniruddh Quote Link to post Share on other sites
DunaColonist 10 Posted December 23, 2020 Share Posted December 23, 2020 (edited) The glitch is the fact that the centering ring has green squares with different shades of green ? The green is created by an additional shader from my understanding. By experimenting, I know that it interacts with other shaders. So if by design, all the 'parts' of your ring have different shader values, it might be a logical result. You might want to uniformize the shader for the ring. The glitch is the fact that the mount tube have no green ? The lack of green might have a similar reason : the shader value makes it so that the green is not visible. So I am assuming the shader value is not the same as for the engine. I think the interaction I have seen was with the bump map but I will need to verify when I can. The glitch is something else ? If you explicitly point it out, you might get more answers. Edited December 23, 2020 by DunaColonist Quote Link to post Share on other sites
Aniruddh 183 Posted December 23, 2020 Author Share Posted December 23, 2020 (edited) 18 minutes ago, DunaColonist said: The glitch is the fact that the centering ring has green squares with different shades of green ? Yes, that is what I mean. Edit: I found that removing the subdivision surface modifier from the ring removed this glitch. I still want the modifier, so I have to figure out a different way. Edited December 23, 2020 by Aniruddh Quote Link to post Share on other sites
DunaColonist 10 Posted December 24, 2020 Share Posted December 24, 2020 You could check your UV map. Assuming you have a texture, each part of the ring could be mapped to a different part of your texture file. It might not be visible without the green but with the green, the difference pops. Or it is a more subtle configuration of the shader... and it still a new topic for me. It could be linked to the way the normals of your surface are changed by your texture. With blender you can display the normal of each surface of your model in order to check what is outside vs inside. But I don't think that the issue. I don't know if there is a way to check how shader/material tweak the normal for rendering purpose. Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.