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Old 07-27-2008, 12:12 PM   #1 (permalink)
BARBEERIAN
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Hi/Lo poly Z-fighting during RTT (3ds max)

I'm having a weird problem rendering out some maps for a model I started. The problem is that basically the renderer is seeing z-fighting between the Hi-poly and Low-poly model during the RTT process. It's mostly happening in places that are flat surfaces on both models. The real weird thing is that it causes Ray miss errors, leaving me with those oh so wonderful red stains all over the maps. Turning off Ray miss check does nothing basically. I just get splotches of BG colour instead of red.

For the record I double checked and 'include working model' isn't checked. Also, I'm using a projection cage on the low-poly (it's enabled too), and it's not cage issues where I accidentally left some cage verts inside the model or something.

Also, I did try throwing a 'Push' modifier onto the hi-poly model which does help reduce the amount of errors but only slightly.

I'm not really understanding why it's doing this. I mean I thought the rays should only hit the hi-poly model and simply correspond to what part of the Low-poly's UV-space it's going to put that information.

Here's a pic of what the render looks like. As you can see it's got ray misses on interior sections of the model in huge patches.


Last edited by BARBEERIAN; 07-27-2008 at 12:16 PM.
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