Hey Jean-Luc, 

yes I've tried to change far and near clipping plane and probably changed any 
other possible parameter on the cameras, scanlinerender and project 3d, I've 
also scaled everything down to a tenth(1000 units to 100), the only one that 
really seems to get rid of the artefacts is occluison. :(

Thanks anyway!
PAtrick

jean-luc wrote on 01.08.2014 14:06:

> Have you tried increasing the the near clipping plane value in the render cam
> (and the projection cam)
> That does cause the geo to flicker sometimes
> 
> 
> On 2/08/2014, at 9:03 am, Patrick Heinen <mailingli...@patrickheinen.com>
> wrote:
> 
>> Digging this old thread out again, as I'm running into the exact same problem
>> right now. Did anyone find a solution in the meantime? 
>> Turning occlusion to None is a cumbersome work around as we were heavily
>> relying on occlusions. Or if this is a bug, did someone submit it yet?
>> Thanks guys!
>> Patrick
>> 
>> Barry Berman wrote on 23.01.2014 13:45:
>> 
>>> Aha, changing the Occlusion mode from 'Self' to 'None' solves the noise, 
>>> but now it won't do occlusion anymore, and I want that, as that's 
>>> accurate to what would be happening in the field.  Is this a bug in 
>>> occlusion then?  Does it need a big honking buffer or something to not 
>>> be noisy?
>>> 
>>> The image being projected btw, is 6076 x 1400.
>>> 
>>> Barry
>>> 
>>> On 1/23/2014 1:34 PM, Elias Ericsson Rydberg wrote:
>>>> Does turning projection from both to front do anything for you?
>>>> 
>>>> Is it possible that the mesh is duplicated somehow? If two faces are in the
>>>> exact same spot the renderer might find different faces for neighboring
>>>> pixels, causing strange artifacts.
>>>> 
>>>> All the best,
>>>> Elias Ericsson Rydberg
>>>> 
>>>> 23 jan 2014 kl. 20:46 skrev Barry Berman <bber...@3dmation.com>:
>>>> 
>>>>> Hello, I'm working on a scene where I'm projecting the texture, then 
>>>>> flying
>>>>> a
>>>>> camera through it.  I'm noticing a lot of 'noise' for lack of a better 
>>>>> word
>>>>> in the renders.
>>>>> 
>>>>> If I project a white constant instead of the texture map, I can see a 
>>>>> noisy
>>>>> mesh rather than a solid white where the projection hits my model.
>>>>> 
>>>>> I don't see a setting that makes this better either.  I can make it much
>>>>> worse, but not better.  Increasing the samples makes this a bit better, 
>>>>> but
>>>>> I'm surprised this isn't just solid white when projecting a white 
>>>>> constant.
>>>>> 
>>>>> Any ideas?  The mesh is really dense, and there aren't holes, so it must 
>>>>> be
>>>>> a
>>>>> setting somewhere...
>>>>> 
>>>>> Barry
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