Geometry peeks through geometry in front the further out I zoom

I’ve got a model of a simple rectangular shed with lap siding and corner trim. The siding passes right through the corner trim to go corner to corner of the structure. The outside face of the corner trim goes beyond the furthest point of the siding, yet the siding shows through beyond a certain zoom level.

Is there a setting to address this issue? Any insight appreciated

Does the siding run into the trim?
Trim the siding back to the face of the trim just like you would build it in real life.



Easy to do and yes it would solve the problem, but it adds more time to build this way. This seems to be a rendering issue. The materials are opaque, one piece of geometry is behind another in 3D space, why is the geometry behind seen at all, at any zoom level?

This is an issue related to your graphics card and drivers. When the edges behind a face are very close to that face as a ratio of the model to camera distance, the edges can show through. The soltion is to not have the edges behind or hhide them.

2 Likes

Solid Tools Trim is a couple of clicks.
I couldn’t bring myself to not build things properly…

Soppy modeling leads to sloppy results.

It is a general “feature” of the algorithms used to generate the displayed image in 3D software. The accuracy of calculations cannot be infinitely accurate so small differences in distance between surfaces and edges on or behind them get overlooked. I first encountered this when producing my first hidden-line perspectives in AutoCad some 30 years ago. If the application developers increase processing time they can diminish the required gap but it will never disappear altogether.

3 Likes

You trimmed the siding to the roof. You can trim it or push pull it to the trim.

If the pieces are groups that haven’t been edited you can convert them to components so you edit one and the rest of the instances will de affected as well.

Thanks. I’m aware of the advantages of using/editing components to propagate changes to other instances of the component

Yes, I can do that. And indeed I did use a solid tools subtraction for that because it made sense given a simple rectangular wall shape wouldn’t do. My question was more about how the rendering algorithm affects geometry. It seems this is a shortcoming of the graphics engine and if I’m going to build with geometry with surfaces and edges in close proximity to other geometry, the way to do it is cutting and butting. Appreciate you taking the time to comment

Another common situation in which this thing can occur is with roofs modeled with trusses underneath. The trusses can bleed through the roofing. In that situation trimming the trousses isn’t appropriate but turning off their tag’s visibility is. Keep that sort of thing as another method.

Bleed

1 Like

It becomes more and more prounounced the further your are from the original axis in sketchup - the world origin. Sometimes people move this or their model sits far away from this and this will make the effect you are seeing more pronounced. That might be something worth checking.

It’s something that happens in all 3D engines to some extent - I’ve played videogames that have cost $300million and were made by 4000 artist and engineers, the same types of artifacts exist there.

1 Like

This topic was automatically closed 7 days after the last reply. New replies are no longer allowed.