Surface edges showing through other objects 2023-03-21

Work In Progress
(8.0.23080.12305, 2023-03-21)
Commercial
SN: 6-1702-0101-1-10959-10512

In this build i am seeing the surface edges “print through” my model as in the screen grab.
This didn’t used to happen, and it doesn’t happen with the same model in V7.
Its the same in shaded view also.

V8

V7

Rhino 8 SR0 2023-3-21 (Rhino WIP, 8.0.23080.12305, Git hash:master @ e59b3ec7f9362de0c9590ae663f7e4b9756bf6e0)
License type: Commercial, build 2023-03-21
License details: Stand-Alone
Expires on: 2023-05-05

Windows 11 (10.0.22621 SR0.0) or greater (Physical RAM: 32Gb)

Computer platform: LAPTOP - Plugged in [100% battery remaining]

Hybrid graphics configuration.
Primary display: Intel(R) UHD Graphics 630 (Intel) Memory: 1GB, Driver date: 1-20-2022 (M-D-Y).
> Integrated graphics device with 3 adapter port(s)
- Windows Main Display is laptop’s integrated screen or built-in port
Primary OpenGL: NVIDIA Quadro P3200 (NVidia) Memory: 6GB, Driver date: 2-2-2023 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 528.49
> Integrated accelerated graphics device with 4 adapter port(s)
- Video pass-through to primary display device

OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)

Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High

Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 2-2-2023
Driver Version: 31.0.15.2849
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 6 GB

Its something to do with cameras / linked viewports.

Turning off linked viewports “fixes” it.

When I turn on the viewing for the camera, it looks like no camera I’ve ever seen - incredibly long and skinny relative to the model…

Sigh… no it turning off linked views doesn’t actually fix it…

what with this & the environment problems mentioned elsewhere I’m going back to V7.

Can you send me the model in the state that it opens fine in V7 but has the issues you describe in v8?
If confidential and/or too big you can upload it here. When you do, pls link back to this thread, thanks.

ok, done.
Thankyou.

Hi @rabbit I don’t see that here, I can only repeat the behavior if I increase the ZBias to a very high number (about 4000+)
Does your problem resolve if you play with that setting (making it less than the default 1)?
TestZBiasFactor

I was just thinking about that a little more, I wonder: is that view where it shows the wires a perspective rather than the front view? What’s the lens length value? I suspect it’s just the camera that is off. Can you turn that view to a parallel view / front view and does that solve the issue?

One more thing to add: if your scene bounding box is affected (say you place a thing far off from the origin) it will also affect the viewport rendering. So if you turn on a camera that is far from the origin, this will also affect these wires shining through.

I set V8 with a 4-view, with all the layers on, and each viewport zoomed to extents.
I then copied and pasted the whole model into V7 (where the model is totally fine and displays as expected regardless of zooming in / out et.)

These are the results.
In V8, in the front and right views, the X and Y locations respectively, are way out of variance, whereas in V7 they are all clustered within a similar spread.

This seems to be something to do with the problem.
TestZBiasFactor does alter the right view so as to affect the print-through, and at a value of 0.625 makes it display fine, but it is lost after zooming in / out a few times, which sets the x Location to 9906339.651, Y to 429.592 and Z to 422.680, at which point the model is a visual mess of lines showing through the surfaces.

V8

Perspective:
Lens length 50
Rotation: 0
X location: 1858.082
Y location: 2002.800
Z location: 1833.979
Dist to Target: greyed out

Right:
Lens length: greyed out
Rotation: 0
X location: 37994.001
Y location: 508.398
Z location: 439.483
Dist to Target: greyed out

Front:
Lens length: greyed out
Rotation: 0
X location: -954.092
Y location: -19085.015
Z location: 439.483
Dist to Target: greyed out

Top:
Lens length: greyed out
Rotation: 0
X location: -954.092
Y location: 508.398
Z location: 1349.840
Dist to Target: greyed out

:::

V7

Perspective:
Lens length 50
Rotation: 0
X location: 1604.809
Y location: 2045.163
Z location: 1631.411
Dist to Target: 3008.254

Right:
Lens length 50
Rotation: 0
X location: 82.719
Y location: 469.842
Z location: 347.717
Dist to Target: 1036.811

Front:
Lens length 50
Rotation: 0
X location: -954.092
Y location: -1358.064
Z location: 347.717
Dist to Target: 182.906

Top:
Lens length 50
Rotation: 0
X location: -954.092
Y location: -1358.064
Z location: 347.717
Dist to Target: 1827.906

Finally, I copied the whole model from V7 and pasted it into a empty V8.
A zoom all on each view-port seems initially fine, but after zooming in and out on the right view a few times, the whole thing is a mess again.

There is nothing I can detect that is far from the origin.

There is definitely a problem here which I can’t resolve.
Because the exact same model works fine in V7, I surmise its something to do with V8, rather than some problem with the model itself.

This model (ie the one I sent through) is also the one that has the problem with the material icons, and also (presumably unrelated) this WIP has all the Bongo commands present, even though Bongo is not loaded, and in fact I don’t own a working version of bongo at all…I’ll post about that separately).
cheers

Here is a simple file showing the “print through”, and a screen grab, from the current ((8.0.23094.11475, 2023-04-04) WIP.

You’ll notice in the right viewport all the outlines of the two objects behind the cube are showing through the cube.

Notice the camera X location in the properties for the right viewport - its way out of proportion to those of the Y and Z locations
print-through_100423.3dm (117.8 KB)


.

If the right viewport is zoomed to extents, it looks ok.
Simply roll the mouse wheel to zoom out so the objects are tiny, then roll back in till they are of a “normal” size to see the problem.

Hi @rabbit ,

I emailed you back from your support email sent in about this issue. I wasn’t able to reproduce the problem but had some suggestions on what to try other than adjusting z depth bias.