Weird problem in eevee : in these two images, the only difference is that the camera is much further in the first one, which makes the (thin) solidify inside appear through the dress.
Indeed, welcome to limits of computer finity. The further you are the less precision there is, the more such issues occur. Solve by widening the gap.
EEVEE is not as precise as one might think, so it’s better to consider modeling for rendering with it in the spirit of WYSIWYG.
Renzatic
(Professor Emeritus Billy H. Wafflesmith XIV Esq. Certified Legomaniac)
4
Thing is, he’s not so far away from his model that a random flake-out due to loss of rendering precision is an inevitability. There’s something else going on there that probably has a simple solution.
Well, I often had similar issues with EEVEE (arch. scenes made for cycles) and widening the gap or removing the mesh/polys behind/beneath are only workarounds I found.
I’ve done solar system in real relative scale. Z fighting was not an issue. But shadows was. This was in a recursive raytracer 20 years ago, not relying on polygons but CSGs. Blender accuracy appears to be quite horrific compared to what I remember back then, but meanwhile in other more poly oriented software I’ve never touched those extremes. So I don’t know how Blender compares to Max, Maya, etc. And I don’t know if you have to do comps in Clarisse to do deep scenes.
Thank you that was it, since it had a very far away background, the clipping of the camera was like 5000m, but I’ll just make two layers and I should be okay… Thanks again