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 <[email protected] <mailto:[email protected]>> 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:*[email protected] <mailto:[email protected]> [mailto:[email protected] <mailto:[email protected]>] *On Behalf Of *Matt Morris *Sent:* Thursday, June 20, 2013 4:02 AM *To:* [email protected] <mailto:[email protected]> *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>

