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Question by NeelNair · Aug 06, 2019 at 05:11 PM · texturemodelvuforiaaugmented-reality

Photogrammetry Model Texture Clipping With ARCamera

I am building an AR app with Vuforia and Unity 2019.1 . I am trying to implement a model+textures that were created using photogrammetry as the asset that displays when you point your AR camera at an image target.

The Issue is, when I bring the AR camera too close to the image target, the textures on the model clip in a triangle pattern. I have attached a screen shot. I tried applying different textures to the model and I get no issues. I would like to know how to fix the texture as it seems like that is the problem. Open to other suggestions.

screen-shot-2019-08-06-at-93449-am.png (339.7 kB)
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Answer by Dalton-Lima · Apr 15, 2020 at 09:38 AM

It seems that your AR Camera Near Clip panel could be responsible.

Adjust the Near and Far Clip panel values in your AR Camera, to keep them between the expected range of your application.. (

  • Normally for an AR application, I will put something like 0.1 for Near Clip and 100 for Far Clip, (tweaking that in Editor could be interesting). Remember that units are in meters.

It's also important to reduce unnecessary Far Clip distances, because of how depth buffer precision is distributed. So you get better values by always trying to keep your Camera Frustum is an optimized range.

From the Unity Camera documentation:

The Near and Far Clip Plane properties determine where the Camera’s view begins and ends. The planes are laid out perpendicular to the Camera’s direction and are measured from its position. The Near plane is the closest location that will be rendered, and the Far plane is the furthest.

The clipping planes also determine how depth buffer precision is distributed over the scene. In general, to get better precision you should move the Near plane as far as possible.

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