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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 prathvipatil · Mar 13 at 05:46 PM

Best solution is to create a shader and set offset values to -0.1, -1. Then use this shader on one of the overlapping object and normal shader on another object. Camera will render one object over another. alt text


z-fight.png (216.2 kB)
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Answer by Cippman · Jan 25 at 05:15 PM

i have the same issue and i solved it by put a y difference on objects... but at far distances > 1000 it starts however to flicker / overlap

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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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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 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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