Hi folks,
as I just read in this forum, there was an other guy who had a clipping problem. I seam to have a similar problem. But it only appears if I render the scene.
The camera has a distance of about 95 lenght units from the object. I have increased the clipping end from 100 to 1500. But this didn’t solve the problem.
Can someone help me out?
Btw: The holes in the dark metal don’t appear if I remove the glass in the front.
Be sure that your renderlayer flags and lscene layer flags (buttons) match on the renderlayers tab. Layer visibility flags are located next to the word Scene, while ultimate render visibility is controlled via the visibility flags next to the word Layer. Also you have to set uo the output type on a per renderlayer basis (Solid, Halo, etc) and also the type of passes that you want to include. You just have to play with this stuff in order to understand it. A lot of it has to do with advanced compositing via the nodes compositor, but you still have to set things up correctly even if you’re not going to use the nodes.
nope. The render layers were not the problem. But I figured out the problem by now. It seams as the glass object had some vertices inside of the metal object. I made a raw-faces export and had a close look at the vertices coordinates in a texteditor. The metal object ended on the z-axis at 1.000000 and the glass object begann at 0.999998 (or something like that). Changing thouse values fixed the problem. Anyhow, even if the glass object was going right through the metal object it shouldn’t make the metal object transparent. Seams as this is a bug of the rendering engine which is beeing used by blender.
Sorry, I didn’t read the last part of the post B4 I opened my big, ugly trap. I believe that’s what I’ve seen refered to as coplanar faces. It was causing problems with another member’s AO renders. At that distance (I think it’s the next measure past nanometers, not exactly sure though) it’s no wonder Blender couldn’t decide where one material began and the other material ended.