Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by FodderBot · Dec 04, 2017 at 07:25 PM · unity 5rendering

[Help] Some backfaces redering through mesh on both unity created sphere and an imported sphere

I am working in Unity 5.6.1f1 Personal 64 bit on a windows desktop windows 7 pro sp1.

I have run in to an issue where some backfaces on a sphere are rendering through the mesh.

This first happened on a Unity created sphere. My solution was to make a sphere in maya and import it. This had a similar issue.

On the unity created sphere it creates kind of an eggshell effect and on the sphere created in maya exported to an .obj file and imported into unity it displays the end faces and also a random face on the surface.

On the imported sphere, I double checked the normals in maya all are facing outwards, and the UVs appear to be correct.

Here is a link to a video showing the issue: https://youtu.be/VJphRV67bmc

Has anyone run into this issue before and is there a solution for it?

Comment
Add comment · Show 2
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image pako · Dec 04, 2017 at 09:53 PM 0
Share

Never had this issue, but I$$anonymous$$HO it seems to be a shader problem. i.e. it's not the mesh that has the problem.

avatar image Buckslice pako · Dec 05, 2017 at 02:33 AM 0
Share

Ya I second this, probably a problem with the shader. I had a similar looking artifact when I was working with transparency. Check to see if shader is using alpha blending and disable if so.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Bunny83 · Dec 05, 2017 at 03:15 AM

The problem comes from two factors:


  • Your used shader does not either not write to the depth buffer and / or doesn't perform a depth test

  • Your used shader does render backfaces. So it doesn't use backface culling.


As the object appears there doesn't seem to be any reason for any of the above mentioned points. The object appears to be solid. As such you should enable depth buffer writing and testing in the shader. Also i don't see a reason why you want to render backfaces. Almost all shaders usually use backface culling except some transparent / particle shaders. What shader do you acutally use? This would be a needed detail to fully answer your question.


The reason this happens is that the triangles of your mesh are defined in some kind of order. The GPU will render the triangles in the order they appear in the index buffer. If you don't use the z-buffer for depth testing that would mean if a triangle further away from the camera is drawn last it will simply overwrite what's already in the framebuffer. The depth buffer was invented just for such cases. However convex objects (like a sphere) usually don't have this problem when you enable backface culling, If the back facing triangles aren't rendered at all you will only see the front facing triangles and those can never overlap for a convex object.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

147 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity extract data before rendering 0 Answers

Objects are not visible until the camera gets closer. 1 Answer

Is it possible to render in Unity without the editor/scene/player being visible? 0 Answers

Unity2D strange green line under sprites 0 Answers

Native rendering plugin D3D11 device type not being set in x86 builds. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges