3D View

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Depth Buffer Glitches

Sometimes when setting a large clipping range will allow you to see both near and far objects, but reduces the depth precision resulting in artifacts.

../_images/troubleshooting_3d-view_graphics-z-fighting-none.png

Model with no clipping artifacts.

../_images/troubleshooting_3d-view_graphics-z-fighting-example.png

Model with clipping artifacts.

../_images/troubleshooting_3d-view_graphics-z-fighting-example-editmode.png

Mesh with artifacts in Edit Mode.

To avoid this:

  • Increase the near clipping when working on large scenes.
  • Decrease the far clipping when objects are not viewed at a distance.

When perspective is disabled only the far Clip End is used, very high values can still give artifacts.

This is not specific to Blender, all OpenGL/DirectX graphics applications have these same limitations.

Objekte sind unsichtbar in der Kamera Ansicht

Wenn Sie eine große Szene haben, kann es sein, dass die Ansicht durch die Kamera nicht alle Objekte der Szene darstellt. Eine Möglichkeit ist, dass die Sichtweite der Kamera zu klein ist. Die Kamera kann nur Objekte anzeigen, die in dieser sogenannten Clipping Distance liegen.

Performance

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There are a couple of reasons why you may be experiencing a slow viewport.

Old Hardware
Sometimes your hardware, mainly your graphics card, may be too slow to keep up with your model.
Upgrade Graphics Driver
In some cases, slow selection is resolved by using updated drivers.

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Blender uses OpenGL drawing for selection, some graphics card drivers are slow at performing this operation.

Das ist besonders bei einer hohen sogenannten Density ein Problem.

Mögliche Lösungen:

OpenGL Depth Picking (Preferences)

See Preferences ‣ Viewport ‣ Selection.

This option is enabled by default, disabling it may give better performance at the cost of selection accuracy.

Upgrade Graphics Driver
In some cases, slow selection is resolved by using updated drivers. It is generally good to use recent drivers when using 3D software.
Select Centers (Übergangslösung)
In Object Mode, holding Ctrl while selecting uses the object center point. While this can be useful on its own, its has the side effect of not relying on OpenGL selection.
Die Draw Modes ändern (Übergangslösung)
Using Wireframe draw mode can be used to more quickly select different objects.

Bemerkung

Obviously, the workarounds listed here are not long term solutions, but it is handy to know if you are stuck using a system with poor OpenGL support.

Im Endeffekt kann es sich aber auch lohnen die Hardware aufzurüsten, wenn keine dieser Optionen funktioniert.

Werkzeuge

Falsche Selektion

Es kommt vor, dass die Selektion bei manchen Konfigurationen fehlschlägt, bemerkbar macht sich das vor allem im Edit Mode, wo bei der Selektion von Vertices, Edges oder Faces zufällige Elemente selektiert werden.

Internally Blender uses OpenGL for selection, so the graphics card driver relies on giving correct results.

Mögliche Lösungen:

Disable Anti-Aliasing Multisampling

Das ist der weit geläufigste Grund für Fehler bei der Selektion.

There are known problems with some graphics cards when using multisampling.

Sie können diese Option deaktivieren:

  • Turning multisampling off in your graphics card driver options.
  • Turning Multi-Sampling off in the System Preferences.
Die Anti-Aliasing Standardeinstellungen ändern

Depending on your OpenGL configuration, some specific sample settings may work while others fail.

Leider lässt sich aber nur durch Herumprobieren herausfinden, welche das sind.

Upgrade Graphics Driver

As with any OpenGL-related issues, using recent drivers can resolve problems.

However, it should be noted that this is a fairly common problem and remains unresolved with many drivers.