Weird low poly shading issue with subdivision modifier

Greetings to everybody,
I have a small issue which I can’t solve on my own and I wan’t to know if somebody encountered the same issue and could help me.

Well I have a lamp model, with a round edge, but when I use materials and shading I get a low poly result despite the use of the subdivision surface modifier + smooth shading

Smooth shading


Flat shading

I would be happy if somebody can help me :slight_smile:

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It looks strange, but you are looking at it in dev mode.
Whereas Blender does things simply, to get a more responsive UI.

Does it work in a full render?

  • Please check if normals are inside out!

Also, your poly count is low, then other problems arise. Especially using Cycles (maybe less with the new cyclesX).

To make it smoother, add a subdivision modifier. But then you losing hard corners, and need to fix that with extra loops and or edge " Mean grease ".

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In full render I still have the problem and the subdivision modifier is already in use with mean grease :wink:
I din’t testet cyclesX yet, but I will try it and come back when it works or not.

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Are you using auto smooth and adjusting the angle it smooths?
But they are so shallow it ought to work unless it got set vert low sometime.

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If you have multiple modifiers, the sequence of modifiers is of importance.

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Edit: The low poly steps are gone now, thanks to the auto smooth and a angle of 90.5°
The sharp shading is a UV-Mapping problem I guess. But thanks for the help :+1:


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Edit: When I turn off auto smooth and change the angle to 90.5° and set it on the fist place I receive the same result.
I’m thankful for your help :+1:

I do have multiple modifier, but the change is minimal

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Is there a reason for the gap in the marked seam? Just seems odd to have. Not able to see the whole thing so there may be a reason.

Also, where does that marked seam fall on the surface? Click the triangle button in the modifier and best in viewport shading. It will place the verts/edges on the surface of the end shape.

Still seems an odd dissonance in the reflection. The seam round the corner rather than mid point of the thickness may have no use or point. In fact I think I can see better refection continuity that may correspond with the missing edge not marked as a seam.

Still it is improved but something is odd imo.

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Why edge split?
Faces are not connected anymore, because every face is divided on a edge.

The Edge Split modifier splits, duplicates edges within a mesh, breaking ‘links’ between faces around those split edges.

  • What are you trying to achieve, to build?
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I thought the gap will improve my UV-Mapping but it looks kinda funny.
But either when I seperate them or not, I get the same hard transition.

Texture without gap


UV-Map: top half from the object (without gap + small adjustment)

Texture with gap

l
UV-Map: top half from the object (with gap)
image

Object Bottom (With On Cage on/the triangle on the modifier)


Bottom (Without On Cage)

Side (With On Cage)


Side (Without On Cage)

Back (With On Cage)


Back (Without On Cage)

Front (With On Cage)


Front (Without On Cage)

Top (With On Cage)


Top (Without On Cage)

Well on the bottom side I have a cylinder, which shows odd shadows like these:


But with the edgespit modifier they disappear

But when I use edge split, then I get these low poly corner again

so I’ll avoid the edge split. However now I don’t know how to solve that :sweat_smile:
I mean it is less anoying than the low poly corner, since you will probably not see it when the Object is done.

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The edge split modifier is becoming an obsolete function.

I use the bevel tools to get hard-edged surfaces, in combination with sub-division modifier.

In edit mode I select the edges of interest. Press Ctrl b, using two segments. The same can be done with Crease, but it has less sharper edges.

Your problem has something to do with how Blender calculates smooth surfaces but having not enough info on how to do that. Hence adding a bevel will give more info the algorithm needs. A face has at least 3 vertices, which results into a normal (front side face). This normal influences the smooth shading. Less info, lesser good shading smooth.

It’s like the b-spline tool. The first and last vertex, don’t have influence of two lines. Dit behavior is what you get using the edge split tool.

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I do not think I have ever used the edge split modifier lol.

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EDIT: Sry for beein kinda annoying, I played a bit with auto smooth and it disappeared a 80° and all other shapes I wanted kept the same. I don’t know why this works on 80° now, because I already tested it, but maybe it was the fault from the edge split.

I’m really thankful for both of your help :heart:

Well I tried a few edges with the bevel tool, however I don’t get the result I want and it looks kinda weird :confused:

It definitely feels like I’m doing it wrong.

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Just searched the internet, and that was as solution I found, it worked for one perspective … well the more I know I gues :sweat_smile:

I see faces with more than 4 vertices, this kind of face can give also have strange effects.
Also, your geometry (maybe because you are experimenting, looks strange. DO NOT have inner faces ( three or more Faces with a single common edge.

  • don’t make complex objects, but think in units.
  • I still think you are still creating an object, not using the correct blender protocol. Blender never complains, but instead, you get strange effects. Sometimes means the user doesn’t follow the correct methods.
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Well I changed it a bit, I don’t know what I thought about the cylinder, but now it definitely works better.
Thanks for the hint ^^

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