Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 01-03-2007 , 05:03 PM
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High quality viewport

I'm having a problem with displaying objects in high quality shading after I installed a new video card. The card is an ATi X1950 Pro 256 AGP and is causing objects in maya to have all this staticy blackness dance around. It can be remedied if I turn off High Quality shading but I need that at the moment to view some normal maps and then render them in hardware (which have the same artifacts). I've also updated to the latest driver which had the same problems. Please someone help me :\

Maya 7.0
P4 2.8Ghz
1Gig ram
X1950 Pro AGP

Thanx

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Last edited by SpaceGoat; 01-03-2007 at 05:07 PM.
# 2 02-03-2007 , 05:07 AM
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I think its to do with the camera's close and far clip planes being too far apart (I read it somewhere). My Radeon does the same thing in shaded and high quality mode but so far I haven't been able to fix it. It could also have soemthing to do with the settings in Maya's high quality mode or Catalyst.

By the way, its that a L85A2?

# 3 02-03-2007 , 09:41 AM
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Thanx architect and yes it's an L85A2 user added image I think that yes it may have something to do with catalyst or a maya setting but will have to check that later. Also my last card was an ati 9600xt if by knowing that could rule out some of the suspects.

# 4 19-03-2007 , 05:36 AM
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Just wanted to bump this as I've tried so many things and nothing has improved. I found that adding a transparency channel gets rid of the crazy blackness scattering all over the place but it makes the model slightly transparent with bits popping in and out kind of like clipping. So just want to see if there could be any more help here thanx.

# 5 24-03-2007 , 10:07 PM
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I get this too on my x800 pro. It's blatantly a driver problem but I have yet to solve it. The near / far clip plane issue is commonly known as "Z-fighting" - this happens when 2 objects share similar 3d space (one in front of the other, marginally). As the camera moves farther away, the accuracy of clipping planes reduces, thus confusing maya's renderer about which is in front of which. So it cant be that, as you could have 1 object in the scene (a cube for example) and you would get the same problem.

I'm kinda relieved someone else has it too, but also feel sorry for ya, cos i know it's a pain. If you find a fix, post it here! Cheers!

# 6 13-04-2007 , 03:34 PM
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just joined here to search for a solution to this problem

guess I'm out of luck user added image

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