But as I zoom out, the text blends in with the mesh behind it:
What can I do to avoid this issue and be able to see text at further distances?
Here is the project file.
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Sign up to join this communityBut as I zoom out, the text blends in with the mesh behind it:
What can I do to avoid this issue and be able to see text at further distances?
Here is the project file.
It's clearly z-fighting. There is no single offset by which you can move the text to solve your issue, because z-fighting depends on relative similarity of coordinates in relation to the camera's coordinate space. Those coordinates are encoded using IEEE 754 float variables, which consist of 3 parts: sign bit, 8 exponent bits and 23 mantissa bits. Think of it as a scientific notation:
$$1.123456789×10^{5}$$
The left part is a mantissa, it has a constant precision in a sense, it means the number of significant digits of your number doesn't change.
The above numbers would be true if the floats used really had the precision of 10 digits in the decimal system, but instead IEEE 754 float has a precision of 23 digits in the binary system, but also the exponent operates on a base of 2 instead of 10 (so it's $2^x$ instead of $10^x$), and most importantly, There's a bunch of calculations chained, and each under the precision limitations, so the error accumulates drastically and the only real lesson here is the further away you are from the world origin and the further away are the vertices from object origin, and the further away camera is from the object, and the bigger the clipping range of the camera, and the bigger the distance between vertices (shading a face is an interpolation of vertices), the bigger the errors…
I see 3 solutions:
✲ CtrlA with mouse over the modifier to apply the boolean.
move the text back to match the surface of the signpost, e.g. by using face snapping:
This could be Z-fighting. Move the text object 0.001 unit away from the "background" mesh.