You can hit [+] once to see if the mesh�s faces are randomly disconnected,
that would also be indicated by lightblue lines, which in turn could be
hard to see (flicker) if there would have been a merge operation somewhere
earlier on a two meshes overlayed ontop of each other, resulting in most but
not all duplicated faces being merged.
A good way to check topo is to load the *.obj into Maya and check for
non-manifold geometry there, using the cleanup option to just select
those faces.
ZBrush can be a bitch when merging down subtools into one mesh, especially
when you had copies of your "hero" in the same tool for backup sake but don�t
realize there�s no vertex merging involved in Zbrush�s merging, it�s just a
"combine" or a "merge" with weld=0.
The same double faces could also happen in XSI of course.
You could try to select all edges/points and do a "weld boundary points/edges"
operation.
Or select one face and do a "island from selection" to see if there is something
astray "underneath" when you move the island out of the way.
In ZBrush, you could also check your import/export options for *.obj, there
is a chance you can re-import into ZBrush using an autoweld on import but
that would nuke your pointorder...
Cheers,
tim
On 20.06.2013 20:05, Matt Morris wrote:
> It does happen in all viewports and with all component views, but is nothing that I can turn on or off with every available checkbox. In other words I don't think its something
> that xsi understands or catagorises. I'll try to screencap next time it happens. The geometry is coming from zbrush so there may be something in the import which isn't as it should
> be, I'm guessing it is something like geo corruption as matt says, but hoping it doesn't come back!
>
>
>
>
> On 20 June 2013 18:47, Matt Lind <
ml...@carbinestudios.com <mailto:
ml...@carbinestudios.com>> wrote:
>
> That�s usually a sign of geometry corruption. We experienced more than we cared for on this production.____
>
> __ __
>
> Sometimes the root of the problem is clusters which are not properly synchronized with the topology (eg: contain indices which do not exist on the topology, or vice versa).
> Rebuilding the clusters can make the visual glitches go away, but the root of the problem will persist. In other words, expect it to come back at some point.____
>
> __ __
>
> Best bet is to rebuild the clusters, duplicate the object without history, then start a new scene as the gremlin is likely in the scene�s internal data which you do not have
> access to as a user.____
>
> __ __
>
> This is assuming the problem is geometry corruption, of course. We�ve experienced other causes too such as bugs in our shaders.____
>
> __ __
>
> __ __
>
> Matt____
>
> __ __
>
> __ __
>
> *From:*
softimag...@listproc.autodesk.com <mailto:
softimag...@listproc.autodesk.com> [mailto:
softimag...@listproc.autodesk.com
> <mailto:
softimag...@listproc.autodesk.com>] *On Behalf Of *Matt Morris
> *Sent:* Thursday, June 20, 2013 4:02 AM
> *To:*
soft...@listproc.autodesk.com <mailto:
soft...@listproc.autodesk.com>
> *Subject:* random blue lines on model____
>
> __ __
>
> Hi guys, ____
>
> __ __
>
> I have random blue lines appearing in my viewport from geometry, though not necessarily connected to points. They are totally unselectable and visible in any component
> selection mode. Quite often reloading the scene will make them disappear, and they're not showing up in render region. I'm guessing graphical glitch but using quadro k4000,
> which is normally pretty reliable.____
>
> __ __
>
> Anyone come across this?____
>
> __ __
>
> soft 2012 sp1 64, win 7, areo on, nvidia driver 320.00____
>
> __ __
>
> __ __
>
> Cheers,____
>
> Matt____
>
>
> ____
>
> __ __
>
> --
>
www.matinai.com <
http://www.matinai.com> ____
>
>
>
>
> --
>
www.matinai.com <
http://www.matinai.com>