Hi Mad Hatter - I think you are referring to the "bleed through" artifact. That's when edges that are near the top surface but actually should be hidden get displayed in MoI's realtime display. That's just a regular part of how the display engine works, the depth values for edges are pulled upwards towards the eye point when they are drawn and it results in that kind of artifact. The upwards pulling is done because if it did not do it, you would instead have the opposite problem of edges being partially hidden when they should be displayed because they would be kind of "tied in depth" with the surfaces.
The display mechanism for MoI is meant mostly for use in the modeling environment and is tuned more towards doing things quickly than making final quality rendered results, so it's not really a replacement for a full quality renderer. If you bring your model into a final quality rendering program those programs will do a much more careful (and also much more time consuming) job of generating the image, they don't take shortcuts with speed as the main emphasis like a realtime display engine is designed to do.
In the future I have some ideas that may help to reduce those particular kinds of artifacts, but for now it's just a normal part of the display, it's just something to ignore while you are working on modeling.
- Michael
|