Z fighting happening, the meshes have some spaces between them

hey @GeorgeButler ! Inbound troubleshooting request from @Samuel_Jones from the Refract Studio team I’m working with.

funky z fighting that we are not sure how to fix - the meshes do have some spaces between them - attached video

Let us know any other info you need to help troubleshoot!

I’m not able to see the video. Could you share it again? It would also be helpful if you could share the project with the support workspace and let me know the project name.

@GeorgeButler I shared the project with 8thwall support if you want to check it out. Some of the problem was how the 3d object was modeled. After updating the model, most of the z fighting has been resolved. You will still see some when you test the project. You will be able to load it on devices.

Tap the screen to see different portal scenes. Each scene is made up of mostly planes with alpha.

thanks for looking!

project: Route 66 Guild Cinema

I’m not able to access the project. Looks like it still needs to be shared with the support workspace.

@GeorgeButler it says the invitation is still pending.

Hmm :thinking: Could you delete the invite and then re-invite the workspace?

EDIT: Got the invite, taking a look at the project.

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After reviewing the project, I believe I’ve identified the cause.

This isn’t a Z-fighting or Studio issue, but rather a problem with how the model was built and how transparency is handled during rendering. In three.js, transparent objects are sorted based on both their material and the pivot point of each object. From the video below, you can see that as the camera rotates, the pivot points (the orange dots when the model is selected) compete to determine which object is closer to the camera.

To resolve this, the model needs to be adjusted so that there is less unused space. I recommend updating the UV map so it better fits the plane, allowing it to take up the entire object. Then, shrink the plane so it covers the same visible area it does now, and reposition the pivot point to the bottom center of each object. This can be a time-consuming process, but unfortunately it’s the most reliable way to fix the issue.