Author Topic: Artifacts while sculpting  (Read 1145 times)

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Artifacts while sculpting
« on: October 24, 2016, 11:46:46 PM »
Trying to sculpt an object and I just get a mess of pixel artifacts. Not the only problem (bug report won't work, meshmix objects don't list size or diplacement, and align disappears object), but the most frustrating one. Ran fine until last week or so. Currently running Meshmixer 3.0 and Windows 10.

Tried to kill all signifigant background procsses; uninstall/reinstall; cleared out the autosave file; and updated the graphics driver. No change.
« Last Edit: October 28, 2016, 08:23:35 PM by »


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Re: Artifacts while sculpting
« Reply #1 on: January 18, 2017, 12:03:25 PM »
Pixel Artifacts:
The problem is that in your mesh, some of the triangles do not have textures. Likely this is inherited from the scanning software you are using. These get a default color, which yes is probably white or red in most software.
Meshmixer can repair this but you have to do it manually. An easy way is to paint the grey triangles with Select, then expand once by hitting ">", then do a fill by hitting "f".
This will replace the area with new triangles that have colors interpolated from the surrounding area.
(This is the most precise way, but you can also use a bigger brush, if the precise shape isn't so important and you want to get done quicker).

Bug Reporting:
Will be fixed in 3.1, for now use

For other issues please send your model, screenshots and steps to reproduce.


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Re: Artifacts while sculpting
« Reply #2 on: January 18, 2017, 06:16:51 PM »
Not sure about this texture issue:
Does the mesh have any texture? Seems you are using the default phong shader and the color one sees are FaceGroups and backfaces (pale pink) only.

Maybe BubbleSmooth (you use as the primary brush) brought inner and outer surface of the bowl too close together (nearly redundant) to be rendered right.

Does this also happen if you use a smaller brush size?

Check the log file (menu:Help/ShowApplicationLog). Were all Shaders compiled? What does it say about your GPU and its supported OpenGL version (see [System Information] line)?

What's the loaded file's size?

Do you have the chance to try the same on a different machine?


Just a side note:
Bug reports are meant to describe general issues, problems which might happen due to mistakes within an app's code. To hunt bugs any developer needs users' help, meaning to track such issues down developers need as precise informations as possible.
Best is if you are able to describe a short as possible workflow, best using standard objects, which can be reproduced on other systems as well.
If you are not sure if it's a bug (coding mistake) or maybe due to concrete used soft- and hardware sources: Please post in the QuestionsAndTroubleshooting board. We'll try our best there as well.
This will help to keep the BugReports as a developer's ToDo list.
Thank you.
I'm just a user as you are. Being no Autodesk employee: I do not know where this road will lead to, nor do I claim to've all stuff got right.


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Re: Artifacts while sculpting
« Reply #3 on: March 08, 2017, 01:00:46 PM »
I believe the cause of the rendering artifacts are OpenGL z-buffer issues -- basically the model is too large in world coordinates, and the buffer is not storing the correct depth information. This can be remedied in a couple of ways:

1) Manually scale the model down using the Transform tool, then adjust the units using the Units/Dimensions tool. (e.g. set scale to 0.01 for x, y, and z, then increase the units by 100x).
2) Export the model as an OBJ or STL, then re-import it. It should re-scale the model automatically.