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What could be the cause of a line of pixels highlighted in the image below? All positions should match perfectly. It seems to be at certain angles, but it's also in the animation render.

The line of the pixels

Here are block positions.

Position of the block 1 Position of the block2

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    $\begingroup$ In OpenGL. When two polygons have same Z-buffer value (distance from camera) for a pixel then it's not guaranteed that correct polygon will be displayed for that pixel. First try separating the faces by a micrometer. It should tell your rendering engine what to display in the front. If that doesn't help combine your cubes manually into a single mesh. $\endgroup$ – Filip Franik Aug 11 '20 at 12:01
  • $\begingroup$ Thank you for the answer, I appreciate your effort. Unfortunately, non of these procedures helped me. :/ $\endgroup$ – Nogard Aug 11 '20 at 12:13
  • $\begingroup$ Could you provide a blend file with this exact problem? $\endgroup$ – Filip Franik Aug 11 '20 at 12:14
  • $\begingroup$ Sure, here it is: 1drv.ms/u/s!Au_FVbUQmmZdkiVADRekb7GLQzpK?e=iXQehm $\endgroup$ – Nogard Aug 11 '20 at 12:21
  • $\begingroup$ first deactivate the Subsruf otherwise your shape won't display correctly. These two cubes are separate, it looks like even if you create additional edge loops for the vertical one and snap their vertices you'll still have this thin line, you can either recreate this shape with one unique object and some extrusions, or snap the vertices and delete the faces that are overlapping $\endgroup$ – moonboots Aug 11 '20 at 13:36
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Combining cubes together so they are touching is not the best flow to make a mesh. If my suggested fixes didn't help I suggest using Extrude tool when creating a single more complicated mesh.

Select a face

Cube

Then use combination E Z 2 to extrude it up by 2 units

Extruded cube

Select the side face

Side face selected

And type E Y -5

Angle

You will end up with a single object with a single mesh (and no islands) that renders correctly.

Perfection

When animating simply use this mesh for static shots, and when things need to move just hide it, and use your separated meshes.

EDIT:

Issue seems to be visible only in Eevee rendering engine.

Eevee

Eevee

Cycles

Cycles

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  • $\begingroup$ Thank you so much for the answer, I really appreciate your help, Filip. The point is, I created the entire animation using scaling. In order to use this method, I would have to start almost completely again. It would take me a long time. But if there is really no solution, I will use this method and accept this answer. $\endgroup$ – Nogard Aug 11 '20 at 15:14
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    $\begingroup$ @Nogard Seems like issue is almost invisible in cycles. $\endgroup$ – Filip Franik Aug 11 '20 at 15:31
  • $\begingroup$ Thanks a lot! This is actually the solution! Sure, I have to wait more to get such a great looking animation from Cycles without any noise, but I do not have to remake whole animation. Perfect! $\endgroup$ – Nogard Aug 11 '20 at 17:51

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