Even objects that are close to each other (0,5 mm for example), but not contacting cause this problem.
Yup, you just pointing out a quirk or do you need help fixing this by hiding lines or by adjusting to a view style that does not include edges?
Thanks, I was answered by the link above. This decision so far suits.
This is a terrible bug. Can’t it be fixed?
Except it’s not a bug.
Call it what you will.
It is a feature of the mathematics used to calculate the image, and always a compromise between speed and accuracy. You cannot keep calculating forever. I have seen examples for about 30 years already, the first when creating my first hidden line perspectives in AutoCad in the late 1980s. Lines on or near surfaces either show when they should be hidden or are hidden when they should be visible. This will never be totally fixed in a digital world whereas it poses no problem in our analog physical reality.
Its a problem in my physical reality when I have to set up a different model version for each view. I’ve never had it happen in 3DS, so I have trouble believing it’s inevitable.
I believe that 3D Studio Max uses DirectX instead of OpenGL normally. Not the same.
