Surfaces are see through in rendered view

When in layout and in rendered view, the surfaces are see through and I see the edges of the surfaces behind it.

If i go to options>view>rendered>objects>surfaces and turn my edge width to 0 it doesnt happen but I dont like how it looks without a stroke on the edge. It doesnt happen in shaded view, only rendered.

Hi Ian -

Edges are biased toward the camera so that they don’t get hidden by the display mesh (which is mostly an issue on curved surfaces). When an object is very thin relative to the size of the scene, edges bleeding through is a common occurrence. I’d need to see the .3dm file to see if there is something more out of the ordinary going on in this case.
You could try the TestZBiasFactor command to see if that clears things up a bit.

An alternative would be to duplicate required edges as curves and turn those on in the display mode.
-wim

Hi

It looks completely normal when I dont have the edge stroke on.

The other odd thing is, it looked fine with the edge stroke on until today. I worked on it yesterday, it looked normal. I opened the file again today to work on it and the issue appeared. I already did ‘testzbiasfactor’ it did clear it up some but some surfaces are still showing through.

Here is it with and without the edge stroke. My issue is, without the edge stroke, it is very difficult to see where one surface ends and the next begins.


Hi Ian -

Can you think of anything that changed on your system in the meanwhile? A Windows update?

Yes, I understand. That’s why I suggested that you could perhaps create curves on those edges and have those visible in the display mode (which is the default behavior for Rendered).
-wim

are you saying to fillet every edge of every surface? or is there a setting that will make it appear filleted without actually doing it?

Hi Ian -

No, I’m saying use DupEdge to create actual curves in those locations where you need to see them.

But…

-wim

I am going to guess that there is an object very very far away from your main object. This can confuse the camera/view frustrum.

Normally, I would show all 4 view ports. Zoom extents each one and see if the model stays centered, or disappears. If it disappears then there are some distant objects that need to be found.