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Mentalist
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What worked for me was to add spacing to each point, using the points' indices to target them - and then summing that with the random spacing that already existed. This way they are still staggered, but now include some minimum in-between padding.

Geometry Nodes - random spacing plus index spacing

The idea is that if you have two planes that are really really close together, even if you double/triple/etc the scale on Z, it may not affect those particular close neighbors enough to cure their z-fighting. But using the Index node it is possible to specify equidistant spacing. However we don't need to lose the desirable randomness - we can add the random and equidistant values together to get the best of both.

Problem solved:

Note that it doesn't take much spacing of the indices to eliminate the z-fighting. In my case a value of 0.0001 was enough.

Reminder: The Clip Start and Clip End also contribute to the appearance of z-fighting, and the clip settings are separate for the Viewport and the Camera. A broader start-to-end range is more likely to cause z-fighting, while a narrower one is less likely to.

What worked for me was to add spacing to each point, using the points' indices to target them - and then summing that with the random spacing that already existed. This way they are still staggered, but now include some minimum in-between padding.

Geometry Nodes - random spacing plus index spacing

The idea is that if you have two planes that are really really close together, even if you double/triple/etc the scale on Z, it may not affect those particular close neighbors enough to cure their z-fighting. But using the Index node it is possible to specify equidistant spacing. However we don't need to lose the desirable randomness - we can add the random and equidistant values together to get the best of both.

Problem solved:

What worked for me was to add spacing to each point, using the points' indices to target them - and then summing that with the random spacing that already existed. This way they are still staggered, but now include some minimum in-between padding.

Geometry Nodes - random spacing plus index spacing

The idea is that if you have two planes that are really really close together, even if you double/triple/etc the scale on Z, it may not affect those particular close neighbors enough to cure their z-fighting. But using the Index node it is possible to specify equidistant spacing. However we don't need to lose the desirable randomness - we can add the random and equidistant values together to get the best of both.

Problem solved:

Note that it doesn't take much spacing of the indices to eliminate the z-fighting. In my case a value of 0.0001 was enough.

Reminder: The Clip Start and Clip End also contribute to the appearance of z-fighting, and the clip settings are separate for the Viewport and the Camera. A broader start-to-end range is more likely to cause z-fighting, while a narrower one is less likely to.

Source Link
Mentalist
  • 19.4k
  • 9
  • 98
  • 172

What worked for me was to add spacing to each point, using the points' indices to target them - and then summing that with the random spacing that already existed. This way they are still staggered, but now include some minimum in-between padding.

Geometry Nodes - random spacing plus index spacing

The idea is that if you have two planes that are really really close together, even if you double/triple/etc the scale on Z, it may not affect those particular close neighbors enough to cure their z-fighting. But using the Index node it is possible to specify equidistant spacing. However we don't need to lose the desirable randomness - we can add the random and equidistant values together to get the best of both.

Problem solved: