Object not rendering correctly from a distance

The name of the pictureThe name of the pictureThe name of the pictureClash Royale CLAN TAG#URR8PPP





.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty margin-bottom:0;







up vote
4
down vote

favorite
1












I am trying to render an image of a solar panel in the final render there will be multiple solar panels, some in the forground and others in the background.



I have noticed that as soon as I zoom out I get black lines/triangles going through the image. These lines appear on the 3D view as well as the blender rendered image.



I have tried loading in OBJ and FBX versions of the model, I have tried turning off the "use shader node to render the material" option in the material properties and I have also tried messing around with different lighting conditions. None of the options have worked.
The texture applied for the solar panels is a simple jpeg file.



I have included 2 screen shots of the rendered image of the solar panel, one from close by and another form a distance.



Any information in this subject would be greatly appreciated,



Kind regards,



Thomas
normal imagenot correctly rendered image







share|improve this question




























    up vote
    4
    down vote

    favorite
    1












    I am trying to render an image of a solar panel in the final render there will be multiple solar panels, some in the forground and others in the background.



    I have noticed that as soon as I zoom out I get black lines/triangles going through the image. These lines appear on the 3D view as well as the blender rendered image.



    I have tried loading in OBJ and FBX versions of the model, I have tried turning off the "use shader node to render the material" option in the material properties and I have also tried messing around with different lighting conditions. None of the options have worked.
    The texture applied for the solar panels is a simple jpeg file.



    I have included 2 screen shots of the rendered image of the solar panel, one from close by and another form a distance.



    Any information in this subject would be greatly appreciated,



    Kind regards,



    Thomas
    normal imagenot correctly rendered image







    share|improve this question
























      up vote
      4
      down vote

      favorite
      1









      up vote
      4
      down vote

      favorite
      1






      1





      I am trying to render an image of a solar panel in the final render there will be multiple solar panels, some in the forground and others in the background.



      I have noticed that as soon as I zoom out I get black lines/triangles going through the image. These lines appear on the 3D view as well as the blender rendered image.



      I have tried loading in OBJ and FBX versions of the model, I have tried turning off the "use shader node to render the material" option in the material properties and I have also tried messing around with different lighting conditions. None of the options have worked.
      The texture applied for the solar panels is a simple jpeg file.



      I have included 2 screen shots of the rendered image of the solar panel, one from close by and another form a distance.



      Any information in this subject would be greatly appreciated,



      Kind regards,



      Thomas
      normal imagenot correctly rendered image







      share|improve this question














      I am trying to render an image of a solar panel in the final render there will be multiple solar panels, some in the forground and others in the background.



      I have noticed that as soon as I zoom out I get black lines/triangles going through the image. These lines appear on the 3D view as well as the blender rendered image.



      I have tried loading in OBJ and FBX versions of the model, I have tried turning off the "use shader node to render the material" option in the material properties and I have also tried messing around with different lighting conditions. None of the options have worked.
      The texture applied for the solar panels is a simple jpeg file.



      I have included 2 screen shots of the rendered image of the solar panel, one from close by and another form a distance.



      Any information in this subject would be greatly appreciated,



      Kind regards,



      Thomas
      normal imagenot correctly rendered image









      share|improve this question













      share|improve this question




      share|improve this question








      edited Aug 14 at 13:12









      batFINGER

      19.6k31959




      19.6k31959










      asked Aug 14 at 12:57









      user61200

      213




      213




















          1 Answer
          1






          active

          oldest

          votes

















          up vote
          6
          down vote













          You probably have faces that are very close together (or on top of each other).

          Check your mesh for mistakes (e.g. select all in edit mode, then press W -> remove doubles).



          Another thing to check is the scale of your model. If it is excessively large or small, this can cause numerical precision problems.

          In such a case, scale your model, then apply the scale with Ctrl+A -> Scale.



          If the problem still persists, try to adjust the start and end clipping in the camera settings. The end clipping should be just behind the object (e.g. if the object is 10 Blender units away, you could set the end clipping value to 15 or so).
          Note that this tip only applies to OpenGL and Blender Internal renders, not Cycles or other engines that don't use a Z-Buffer to calculate occlusion.






          share|improve this answer




















          • Hello B.Y.O.B, Thanks for your reply. Great problem solving, it does indeed have to do with the scaling. I down scaled the model and the problem was solved. One more question, if I down scale the model I wouldn't lose any resolution correct? I am working with high face count meshes constructed with photogrametry. Greetings, Thomas
            – user61200
            Aug 15 at 13:07











          • Since floating point numbers are discrete, most operations on them might "lose resolution". But I doubt that the precision loss is noticeable.
            – B.Y.O.B.
            Aug 15 at 13:32










          Your Answer




          StackExchange.ifUsing("editor", function ()
          return StackExchange.using("mathjaxEditing", function ()
          StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
          StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
          );
          );
          , "mathjax-editing");

          StackExchange.ready(function()
          var channelOptions =
          tags: "".split(" "),
          id: "502"
          ;
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function()
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled)
          StackExchange.using("snippets", function()
          createEditor();
          );

          else
          createEditor();

          );

          function createEditor()
          StackExchange.prepareEditor(
          heartbeatType: 'answer',
          convertImagesToLinks: false,
          noModals: false,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: null,
          bindNavPrevention: true,
          postfix: "",
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          );



          );













           

          draft saved


          draft discarded


















          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f116065%2fobject-not-rendering-correctly-from-a-distance%23new-answer', 'question_page');

          );

          Post as a guest






























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes








          up vote
          6
          down vote













          You probably have faces that are very close together (or on top of each other).

          Check your mesh for mistakes (e.g. select all in edit mode, then press W -> remove doubles).



          Another thing to check is the scale of your model. If it is excessively large or small, this can cause numerical precision problems.

          In such a case, scale your model, then apply the scale with Ctrl+A -> Scale.



          If the problem still persists, try to adjust the start and end clipping in the camera settings. The end clipping should be just behind the object (e.g. if the object is 10 Blender units away, you could set the end clipping value to 15 or so).
          Note that this tip only applies to OpenGL and Blender Internal renders, not Cycles or other engines that don't use a Z-Buffer to calculate occlusion.






          share|improve this answer




















          • Hello B.Y.O.B, Thanks for your reply. Great problem solving, it does indeed have to do with the scaling. I down scaled the model and the problem was solved. One more question, if I down scale the model I wouldn't lose any resolution correct? I am working with high face count meshes constructed with photogrametry. Greetings, Thomas
            – user61200
            Aug 15 at 13:07











          • Since floating point numbers are discrete, most operations on them might "lose resolution". But I doubt that the precision loss is noticeable.
            – B.Y.O.B.
            Aug 15 at 13:32














          up vote
          6
          down vote













          You probably have faces that are very close together (or on top of each other).

          Check your mesh for mistakes (e.g. select all in edit mode, then press W -> remove doubles).



          Another thing to check is the scale of your model. If it is excessively large or small, this can cause numerical precision problems.

          In such a case, scale your model, then apply the scale with Ctrl+A -> Scale.



          If the problem still persists, try to adjust the start and end clipping in the camera settings. The end clipping should be just behind the object (e.g. if the object is 10 Blender units away, you could set the end clipping value to 15 or so).
          Note that this tip only applies to OpenGL and Blender Internal renders, not Cycles or other engines that don't use a Z-Buffer to calculate occlusion.






          share|improve this answer




















          • Hello B.Y.O.B, Thanks for your reply. Great problem solving, it does indeed have to do with the scaling. I down scaled the model and the problem was solved. One more question, if I down scale the model I wouldn't lose any resolution correct? I am working with high face count meshes constructed with photogrametry. Greetings, Thomas
            – user61200
            Aug 15 at 13:07











          • Since floating point numbers are discrete, most operations on them might "lose resolution". But I doubt that the precision loss is noticeable.
            – B.Y.O.B.
            Aug 15 at 13:32












          up vote
          6
          down vote










          up vote
          6
          down vote









          You probably have faces that are very close together (or on top of each other).

          Check your mesh for mistakes (e.g. select all in edit mode, then press W -> remove doubles).



          Another thing to check is the scale of your model. If it is excessively large or small, this can cause numerical precision problems.

          In such a case, scale your model, then apply the scale with Ctrl+A -> Scale.



          If the problem still persists, try to adjust the start and end clipping in the camera settings. The end clipping should be just behind the object (e.g. if the object is 10 Blender units away, you could set the end clipping value to 15 or so).
          Note that this tip only applies to OpenGL and Blender Internal renders, not Cycles or other engines that don't use a Z-Buffer to calculate occlusion.






          share|improve this answer












          You probably have faces that are very close together (or on top of each other).

          Check your mesh for mistakes (e.g. select all in edit mode, then press W -> remove doubles).



          Another thing to check is the scale of your model. If it is excessively large or small, this can cause numerical precision problems.

          In such a case, scale your model, then apply the scale with Ctrl+A -> Scale.



          If the problem still persists, try to adjust the start and end clipping in the camera settings. The end clipping should be just behind the object (e.g. if the object is 10 Blender units away, you could set the end clipping value to 15 or so).
          Note that this tip only applies to OpenGL and Blender Internal renders, not Cycles or other engines that don't use a Z-Buffer to calculate occlusion.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered Aug 14 at 13:27









          B.Y.O.B.

          535312




          535312











          • Hello B.Y.O.B, Thanks for your reply. Great problem solving, it does indeed have to do with the scaling. I down scaled the model and the problem was solved. One more question, if I down scale the model I wouldn't lose any resolution correct? I am working with high face count meshes constructed with photogrametry. Greetings, Thomas
            – user61200
            Aug 15 at 13:07











          • Since floating point numbers are discrete, most operations on them might "lose resolution". But I doubt that the precision loss is noticeable.
            – B.Y.O.B.
            Aug 15 at 13:32
















          • Hello B.Y.O.B, Thanks for your reply. Great problem solving, it does indeed have to do with the scaling. I down scaled the model and the problem was solved. One more question, if I down scale the model I wouldn't lose any resolution correct? I am working with high face count meshes constructed with photogrametry. Greetings, Thomas
            – user61200
            Aug 15 at 13:07











          • Since floating point numbers are discrete, most operations on them might "lose resolution". But I doubt that the precision loss is noticeable.
            – B.Y.O.B.
            Aug 15 at 13:32















          Hello B.Y.O.B, Thanks for your reply. Great problem solving, it does indeed have to do with the scaling. I down scaled the model and the problem was solved. One more question, if I down scale the model I wouldn't lose any resolution correct? I am working with high face count meshes constructed with photogrametry. Greetings, Thomas
          – user61200
          Aug 15 at 13:07





          Hello B.Y.O.B, Thanks for your reply. Great problem solving, it does indeed have to do with the scaling. I down scaled the model and the problem was solved. One more question, if I down scale the model I wouldn't lose any resolution correct? I am working with high face count meshes constructed with photogrametry. Greetings, Thomas
          – user61200
          Aug 15 at 13:07













          Since floating point numbers are discrete, most operations on them might "lose resolution". But I doubt that the precision loss is noticeable.
          – B.Y.O.B.
          Aug 15 at 13:32




          Since floating point numbers are discrete, most operations on them might "lose resolution". But I doubt that the precision loss is noticeable.
          – B.Y.O.B.
          Aug 15 at 13:32

















           

          draft saved


          draft discarded















































           


          draft saved


          draft discarded














          StackExchange.ready(
          function ()
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fblender.stackexchange.com%2fquestions%2f116065%2fobject-not-rendering-correctly-from-a-distance%23new-answer', 'question_page');

          );

          Post as a guest













































































          Comments

          Popular posts from this blog

          Long meetings (6-7 hours a day): Being “babysat” by supervisor

          Is the Concept of Multiple Fantasy Races Scientifically Flawed? [closed]

          Confectionery