I have a mesh that looks fine when I preview it in the viewport via Shift+Z. Once I render it, everything has this choppy checkerboard-ish quality to it. How do I fix this problem so the render looks like the rendered viewport preview?
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$\begingroup$ probably a ton of coplanar surfaces z-fighting. google the term z-fighting. $\endgroup$– zeffiiJul 13, 2015 at 18:18
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$\begingroup$ is there a way to change the size of those individual tiles in the render? $\endgroup$– RobotUnderscoreJul 13, 2015 at 18:22
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$\begingroup$ I think this has something to do with the weird value you have stored in the far clipping box in the Camera properties tab.. 10.000.000 is kind of pushing the limits... but will produce an ok image, your value (99999997952.0) is borderline and i'd expect dodgy renders. $\endgroup$– zeffiiJul 13, 2015 at 18:45
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$\begingroup$ I lowered it to 350000 and it works now! Thank you $\endgroup$– RobotUnderscoreJul 13, 2015 at 19:00
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1 Answer
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As suggested by zeffi in comments there is a problem in z calculations.
This is probably due to the high values in camera's frustum which leads Blender to make errors.
Lowering the value of clipping plane to the minumum necessary to include all the geometry seems to solve the problem.