Hi,
I using a 3D model of a city in my scene, there is flickering issue due to the z fighting.
The mesh overlap is found on all of the road intersections. can t manually model it cause the city model is 100km wide.
Is there any alternate fix for this ???
You can move those parts ever so slightly up so the fighting stops. Much like Oasis recently.
You can also put a Solidify modifier and make the meshes have a little bit of thickness, so again the fighting stops.
You could also go into edit mode and manually take out all the parts that intersect. You can use the knife tool to slash those excess and delete them.
That's all three solutions I can think of right now.
can't you change the mesh at all? otherwise i would connect the roads like this
at the bottom where the two roads merge into one, it also looks as if there is a vertex conflict. perhaps delete redundant vertexes?
It depends, Omar has offered great solutions as it is a large scene and so many intersections.
If you are only going to see a few in the final render, you could follow Leo's tip and fix them manually, I would choose this option too if you are going to view them close up.
Unfortunately it's the beast you need to slay with this type of model, but you need to think ahead to the final result and select your weapon of choice.
Hi Jobin @CGJoe ,
That's a bit of a mess...
If you can Select all the roads (by name, perhaps; Select > Select Pattern...or if they are all in one Roads Collection...), you can do the following:
Make sure all the roads but one are in the same Collection.
Add a Solidify Modifier to one road (if the roads don't already have thickness) and via CTRL+L > Copy Modifiers, add that Solidify to all the other roads as well.
Add a Boolean Modifier to the singled out road, set it to Union and Collection. Choose the Roads Collection and then remove (or disable) the Roads Collection.
You can even remove the Solidify Modifier now.
Thank you guys.
I tried the your technique , it worked at some places.
The road system comes from a CAD drawing, usually we extrude the spline. guess I have to manually model it here after.