If any of those are turned on, the system cannot easily predict if some faces that have a small area on the screen should be culled or not, so we end up culling them to avoid artifacts (weird stripes or missing pixels). It’s not easy to fix etiher of those without breaking another aspect of the system unfortunately, but if you disable culling and occlusion in the paint settings you’ll get the least of those artifacts. Some are probably caused by doing collision detection in screen space for faces and some faces ending up being culled due to being very close together, and some might be caused by slight precision issues during rasterization, where some pixels in the diagonals of quads are left unpainted. “There will always be a few pixels wrong. I’m pretty sure that investing more $ into a better CPU will not solve this problem as my current CPU is a 3.5MHz, 8-core (it’s crazy to me that blender can even get it up to 100% usage when not rendering).
![donut texture blender donut texture blender](https://i.stack.imgur.com/Dw32j.jpg)
The reason I ask, is because I know the GPU can be used for rendering (and is more powerful for this), but I’m not sure if it affects the viewport or texture paint mode. My hypothesis is that the grid formation is being caused by a lag in the way the paint is applied to the surface.ĭoes anyone know if upgrading my GPU will fix this? Currently, I don’t have GPU rendering enabled, because I have an AMD card, and is not compatible with Blender rendering. I believe that something is connected here. I noticed that when I paint the mesh on a high subdiv count, my CPU shoots up to 100% usage, and Blender will not respond for a few seconds. I believe the artifacts have something to do with the computer lagging. The artifacts appear in a grid formation that is parallel to the viewport.ģ. These artifacts seem to occur more on surfaces that have a high subdivision count.Ģ. Alright, I’ve been playing with the mesh a little more, and have some new discoveries:ġ.