What are those edges


#1

Anybody know what those light looking edges mean?


#2

Looks like you pressed K and turned on Back Edges. Hit K and turn them off again.


#3

Thanks! But I don’t mean those but the vertical light edges like there is light reflecting or something. Back edges i turned on on purpose


#4

Oh. Well those look like faces of the parts. Upload the SKP so we can take a look.


#5

Justos.skp (35.4 KB)


#6

OK. That is due to the camera being positioned at a huge distance from the model. Switch to Perspective mode and then hit Zoom Extents.


#7

Perfect man! How did you see so quickly?


#8

Well, I noticed that the camera was set to Parallel Projection and this seem to be problematic for people when they are modeling. So I switched to Perspective just to see what happened.

It makes no sense to me to use Parallel Projection for 3D modeling, anyway, so my normal MO when I get files like yours is to switch to Perspective. I have two eyes and stereo vision so I see things in perspective in real life and prefer to look at my models in SketchUp the same way. I save Parallel Projection for output.


#9

I’ll remeber that. Well thanks a lot!


#10

Here probably everyone knows that Dave is one of faster SketchUp forum user. I think he is predicting new posts.


#11

As @DaveR pointed out, parallel projection is an artificial view that can produce confusing unnatural effects. One of the worst of these is that moving the model or camera closer to or farther from the view plane doesn’t produce zoom! Instead, zoom is implemented by changing the model-units to pixels scale of the view. This allows situations like yours in which the model is about 2m in size and seems well-scaled in the view, but the camera is actually about 55km away! This extreme situation causes OpenGL anomalies such as you are seeing.

In perspective, zoom does involve moving the camera, which is why the technique Dave suggested can restore sanity.