I had put the spitfire final render on hold and proceeded with the following lesson. Nothing has been changed, yet now when I reopened the project, it’s producing this weird render issue where each polygon seems to be shaded.
However, on viewport shading render preview cycles/eevee:
To me it looks like in both cases the barrels are flat-shaded, the viewport one has slightly different lighting which makes it not quite as pronounced.
It could be an issue with auto-smooth shading being set to a very high/low angle. Can’t say more without access to the file really, I’m assuming you already tried toggling smooth shade on and off.
I’m not using any smoothing. I need the blocky appearance of the barrel as in render view. Sure, I can ignore it for this course, but n an actual project I’ll work on, usually low poly, the same thing might happen.
Ground was hidden in render but not in viewport. Ambient light from light bouncing off the ground was helping prevent weird polygon shading. You are right, it caused different lighting.
I knew surfaces bounced light but I didn’t realize it’ll make that much of a difference. It completely changed lighting of the scene. It was a good learning experience.
Basically what I said it was… I just couldn’t pinpoint it.
The lighting is more uniform with the ground to bounce off of, which is acting like a giant lightbox, making the polygons harder to see. It’s not really “preventing” anything front rendering though, I can still see them, just very faint.