At least on render, it doesn't seem to affect the top floor.
My take is this: smoke and mirrors. If you can't tell it's there in the final render, it's good.
>>666256You mean the top of the floor?
>>666271I guess I phrased it poorly. What I meant to ask is that, should the bottom of the object overlap with the floor or should it be just 0.001 unit above the floor?
>>666292it doesn't matter. nobody is gonna be looking under the floor and even if they did it shouldn't be thin enough for that to be a difference (0 vs 0.001 come on son)
>>666292>should the bottom of the object overlap with the floor or should it be just 0.001 unit above the floor?That's ghetto but it should do the trick depending on your camera's near/far clipping distances. This is called z-fighting and happens when your GPU can't tell which polygon should go in front because they're in the same spot.One trick that sort of works for me is to merge the objects into one. It seems like the GPU calms down a little when the polygons its rendering are part of the same draw call and you don't get as much of the awful flickering.
I like to put them 0.001cm above the floor, because it makes me feel better. But it really makes no difference.
>>666594is the 3d industry full of OCDfags?because i do that and i know plenty of others that also do it
>>667308I have a thing for precisely positioned objects and rounded numerical values.
>>666256Delete the bottom of the object, extend the walls into the ground, cover with wall trim.