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Question by jaaaaamie · Apr 05, 2012 at 05:12 PM · texturemapnormaloverlappingflicker

Stopping overlapping textures from flickering?

Hi,

Does anyone know of a way to stop overlapping textures from flickering?

The instance meshes are slightly overlapping at the joints, and share the same textures, resulting in flickering

Could anyone point me in the right direction?

Thanks

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avatar image kolban · Apr 05, 2012 at 05:15 PM 1
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I think the answer is to ensure that the planes of your model are not "coplanar". If two planes are coplanar then they the last one drawn will be the one shown ... and this can vary from frame to frame. I think you are going to have to take the hit and make sure that the meshes simply don't overlap with each other.

avatar image aldonaletto · Apr 06, 2012 at 02:50 PM 0
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Yes, if both are in the same plane, you will get this flickering. $$anonymous$$ove one of them a little closer than the other.

avatar image ergonomic · Mar 31, 2015 at 10:22 AM 0
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thanks guys .... i've resolved same problem setting value high in near clipping plane helped me .... thank you all

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Answer by rutter · Apr 05, 2012 at 05:15 PM

Sounds like z-fighting? If so, the simplest solution is to avoid overlapping geometry whenever possible.

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avatar image aldonaletto · Apr 06, 2012 at 02:49 PM 7
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Also the near plane in the camera must never be so near - values from 0.3 above work fine, while lower values increase the z fighting.

avatar image SirGive · Apr 06, 2012 at 02:55 PM 2
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I've had an issue before that required the near clipping to be 1. It was the strangest error.

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Answer by Hardeep · Oct 07, 2013 at 08:59 AM

Yes, I faced the same issue and it is Z-Fighting. Aldonaletto, Thanks for the solution.

Setting high near clipping plane did solve this issue :)

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avatar image VrTechEx · Feb 17, 2014 at 09:09 PM 0
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You saved my life !! Thank you !!! :3

avatar image lexen1 · Sep 05, 2014 at 02:42 PM 0
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That totally fixed it for me. Thanks! What is the near clipping plane anyway? Will it effect performance?

avatar image PixelSpartan lexen1 · Feb 14, 2017 at 04:27 PM 0
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Its how far from the camera things dissapear, try setting it higher and you will notice things close to camera start dissapearing. The problem was fixed because your near clip and far clip were to "far away" you can probably solve this by reducing far clip too

avatar image starikcetin · Dec 13, 2015 at 03:23 PM 0
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I never have thought this but, this actually solves the far-clip jittering and fog jittering problems too :) Thanks man!

avatar image Rising_Sun · Oct 11, 2016 at 02:26 AM 0
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thanks!!!!!!!

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Answer by Noctys · Sep 26, 2014 at 05:03 AM

I had this exact same issue. To fix this I just set the y value of the overlapping models to be .0001 units higher/lower than the one next to it. This solved the issue for me.

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Answer by aroOon · May 12, 2015 at 09:10 PM

Setting high near clipping plane did solve this issue

What???? I just did this and it worked! I thought I was going to have to go back and fix all of my geometry in 3ds Max, redo my decals, flatten out my terrain etc. My problem was that it looked fine when I worked in and exported for Mac, but when playing it in Windows everything flickered like crazy. I can't believe bumping up the near clipping plane for my camera fixed everything! Why does that work? And thankfully I didn't have to crank it up so much that the player can see through walls.

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avatar image marvpaul · Feb 14, 2017 at 04:14 PM 0
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I think it's because Unity (or what else) don't know which texture it has to show and so it shows "both"

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Answer by RavenTravelStudios · Aug 13, 2017 at 03:44 PM

Increasing the near clip isn't a real solution. Its a workaround which will introduce side effects, like losing the right view of objects which are behind camera and projects shadows. We need a good solution, not a workaround, because that z-fighting makes little sense, i'm having this issue even between objects which are clearly distant in terms of z values.

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