Bug #18568
Inflatable airlock IVA scenery has insane texture and/or geometry problem
10%
Description
IVA scene on the inflatable airlock has got crazy flickering bands of transparency dancing around on its interior surfaces. It kinda looks like you've put duplicate copies of the overlay mask mesh in the scene and they're Z-fighting with the visible scenery mesh somehow? Just gonna let the screenshots speak for themselves.
History
#1 Updated by Squelch over 6 years ago
- Status changed from New to Need More Info
The pictures certainly look bad, but I have not been able to reproduce this.
Could you supply your settings.cfg and a copy of output_log.txt so we can compare the hardware a graphics settings please?
#2 Updated by jclovis3 over 6 years ago
I would suggest a copy of your save game or craft file too. It looks like you may have 2 overlapping parts, possibly from a radial attachment where they were placed overlapping.
#3 Updated by SamHall over 6 years ago
- File requested files.zip requested files.zip added
- File screenshot3.png screenshot3.png added
Squelch wrote:
The pictures certainly look bad, but I have not been able to reproduce this.
Could you supply your settings.cfg and a copy of output_log.txt so we can compare the hardware a graphics settings please?
Okay, I'm attaching those plus the savegame and craft files. While you're looking at that i'm gonna make a new IVA scene in unity and try changing things at random to see if i can work out what's causing this bug by trial-and-error.
P.S. Also I've just noticed the overlay mask on the airlock isn't working at all. See screenshot3.png ; Jeb is in that airlock and the "overlay mask" button is turned on, but nothing at all is visible of the interior. The mask's mesh isn't COMPLETELY encapsulating the whole scene is it?
#4 Updated by jclovis3 over 6 years ago
- File Inside looking down at feet is OK.png Inside looking down at feet is OK.png added
- File Inside looking up is OK.png Inside looking up is OK.png added
That internal overlay problem might be connected to the problem where by the portrait is black, if for example, the portrait is derived from data constructed by the overlay. From the internal views however, I see no problems with Z-fighting and my photos are pretty static (with your craft file loaded in sandbox mode). The only (potentially relevant) differences I see in your and my config files are listed below but I think either the screen resolution, full view vs. windowed, or anti-aliasing option might be the key differences. As I can't replicate your hardware configuration, I can only attempt to test the soft changes.
Setting my anti-aliasing to 0 didn't cause a problem. When I switched to windowed view (still 1360 x 768), the cursor was off from which buttons sensed a hover (more so near the bottom), so I may have to file that under another bug report. After finding no graphical glitches in the way you mention, I then switched to 1152 x 864 to match your configuration and this fixed the mouse alignment problem but again, no Z-fighting problems. Lastly, I opened up your IVA TEST save file under these changes and still saw no problems like you describe.
So if your graphics card or display is suffering from aliasing than you might want to try adjusting your anti-aliasing (though I admit, I've never seen an issue where this setting was relevant). Depending on your memory configuration, you may need to reduce some of your graphic qualities in other areas.
I'm running on a desktop with the following:
AMD FX-8350 (8x Logical Processors, 4 GHz base speed)
32 GB RAM
NVIDIA GeForce GTX 980
DirecteX 12.
My File
CAMERA_FX_EXTERNAL = 0.28125
CAMERA_FX_INTERNAL = 0.325
SCREEN_RESOLUTION_WIDTH = 1360
SCREEN_RESOLUTION_HEIGHT = 768
FULLSCREEN = True
ANTI_ALIASING = 8
TEXTURE_QUALITY = 0
Your File
CAMERA_FX_EXTERNAL = 1
CAMERA_FX_INTERNAL = 1
SCREEN_RESOLUTION_WIDTH = 1152
SCREEN_RESOLUTION_HEIGHT = 864
FULLSCREEN = False
ANTI_ALIASING = 0
TEXTURE_QUALITY = 1
#5 Updated by SamHall over 6 years ago
- File screenshot27.png screenshot27.png added
- File screenshot28.png screenshot28.png added
- File screenshot29.png screenshot29.png added
Okay I figured it out; the Z-fighting is caused by the fact that the overlay mesh ("Mask") and the visible mesh ("Sock") are the exact same size and shape vertex-for-vertex aside from the little raised gray discs at the top and bottom of the visible mesh. You ideally want your overlay mask to be just a bit BIGGER than the internal scenery; most people do this by using the part's external geometry as a basis for the mask rather than its internals.
Reshaping "Sock" in blender to be very slightly smaller than "Mask" put a stop to the Z-fighting issue, and cutting a couple windows in "Mask" made the overlay work again. Plus it fixed the blank black portrait, which i assume was caused by the portrait camera being slightly outside of and obstructed by the mask.
#6 Updated by chris.fulton over 5 years ago
- Status changed from Need More Info to Updated
- % Done changed from 0 to 10
#7 Updated by chris.fulton over 5 years ago
Flickering textures are still present inside the inflatable airlock in Internal View.