I first thought that it’s something wrong with my material, but when i tried the default built-in ones, same thing happend.
I then found out that it has something to do with the thickness ( height) of the object, if i made it higher, those lines faded out and then disappeared completeley.
I tried to search for a fix for this and i found that [someone][2] already had similar problem, and he fixed it by changing the near clip plane. I tried that with absolutely no effect.
It doesn’t seem to happen on the meshes that are already present in the scene if i change their size. My mesh was imported from 3ds max .fbx. I tried just in case to import it from a different format ( .obj) and it works absolutely fine. It might be a problem with exporting the mesh from max to fbx.
I’ll be very very glad if someone knows what’s happening, because i’m completely out of my mind.
Thanks for any help.
EDIT: i just found out that when i overlap two .obj imported meshes, the same thing happens. This is getting weirder and weirder.
From what you describe and the picture that you have linked what I think you are experiencing is Z-fighting. is a phenomenon in 3D rendering that occurs when two or more primitives have similar values in the z-buffer. It is particularly prevalent with coplanar polygons, where two faces occupy essentially the same space, with neither in front.
This can occur with thin objects like the one you linked in your screen shot. The only true fix, is to move the faces further apart, so the calculations are not being held in the same coordinate space.
I don’t actually have multiple meshes in there, i just mentioned that the same thing happens also if i do, but that’s not the original case. I think though that something is wrong with the mesh itself, i have no idea what but this happens only on a fbx format mesh, obj for ex. works fine. Also when i rescale the object those lines fade out as i’m rescaling they don’t just vanish after one point
I was not implying that you had multiple meshes. Z-fighting can occur when you have one object and it becomes very thin. Essentially two faces are fighting for the same calculation space and your computer returns it’s calculations back and forward.
I am leaning toward this possibility because you said that scaling the mesh and making it wider seemed to make the lines disappear.
If you are willing you can link me you .fbx and I will attempt to recreate this issue in a test project.
Let me know if you found a solution or if you are willing to share you .fbx.
Sorry i didn’t replied for a long time, when i switched to a different level it stopped happening and i kinda forgot about it. I can tell though that’s it’s not Z-fighting as the very same meshes with same scale and lighting don’t have this problem in other levels.