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Asked 1 month ago by CosmicPilot862

How can I prevent Z-fighting in overlapping solar hemisphere models during rotations?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

Hi everyone,

I need help resolving a Z-fighting issue while rendering real-time solar observations. My approach involves creating a model composed of a hemisphere with a plane, representing only the visible side of the sun. The model is rotated to face the origin of the observation (from Earth or other space points), yet the overlapping models sharing the same space lead to noticeable Z-fighting artifacts.

I have tried the following solutions:

  • Scaling the model, which works from some perspectives but causes improper blending from certain camera angles.
  • Disabling depth testing and using renderOrder, which nearly resolves the issue but reveals the rings in the background that should be hidden.
  • Using polygonOffset, which unfortunately introduces similar perspective issues as scaling.

I'm out of ideas and would appreciate any suggestions on how to completely eliminate these artifacts. I'm working on a smaller demo and can provide code if needed.

Thanks in advance!

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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

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Resolving Z-Fighting in Solar Observation Rendering

Z-fighting is a common issue in 3D rendering when two surfaces occupy nearly the same space. Based on your description of creating a solar model with a hemisphere and plane, here are some potential solutions to consider:

Alternative Approaches

  1. Use a Single Geometry: Instead of combining a hemisphere with a plane, consider using a single custom geometry that represents exactly what you need to show. This eliminates the overlap completely.

  2. Adjust Material Rendering Properties:

    • Try setting different depthWrite values for your materials
    • Experiment with the alphaTest property if using transparent materials
  3. Scene Structure Modification:

    • Implement a small offset between the hemisphere and plane (just enough to prevent z-fighting but not visible to the user)
    • Consider using the Sky object from Three.js for background elements that need proper depth handling
  4. Camera Settings:

    • Adjust your camera's near and far planes to optimize the depth buffer precision for your specific scene scale
    • Try increasing the near value as much as possible without clipping your objects
  5. Advanced Rendering Techniques:

    • Consider using multiple render passes with different depth settings
    • Implement custom shaders that handle the specific depth requirements of your visualization

Without seeing your specific code, it's difficult to provide a definitive solution, but these approaches should give you some new directions to explore for eliminating the z-fighting artifacts in your solar visualization.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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