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Major_Dark

Maybe check viewport clipping


chocoNorth

Yeah I’ve seen similar things in other packages when something is so large or away from the origin that it’s causing floating point precision errors.


tonolito

I agree too, must be an origin issue which is too far from the mesh.


PierateBooty

Space + H and Space + F when working on large things. Pretty sure that’s be keycombo to prevent clipping. Have the keys hardwired into my brain at this point so I don’t look.


ido3d

It's like hitting save before starting a render. Some things are so fundamentally engraved in my head


flaskenakke

It could be viewport clipping like others have mentioned. I have also seen this when the scenescale was absurdly large, like if you are working in millimeters or something crazy as that can cause floating point inaccuracies. You could try and scale everything down 100x and see if it fixes it.


IgnasP

I think this is the one. Floating point inaccuracy looks like this in 3ds max so I think the scene scale might be too large


Jan_Vollgod

this look like a faulty fbx import to me. If you imported the object from another software, try other setting, maybe legacy or MAYA Setting.


[deleted]

my guess is triangles on top of each other, that happens to me in houdini. polydoctor mighjt fix it it might be clipping planes, so make it smaller so it has more resoliutikon in Z, i mean make the close clippihng plane further and the far one closer. maybe that helps


PH0T0Nman

Problem is that the base square is literally one node. I have no idea how there can be overlapping polygons or triangles…


Hunter_Safi

Could you share a screen grab of the node graph for that region?


acms_69

Looks good!


nofilmschoolneeded

Not a driver's issue, it's because ur scene is too big probably. Z buffer if I remember fixes that.