Weird rendering issue, viewport render preview vs actual render

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.

Screenshot 2023-08-14 204044

However, on viewport shading render preview cycles/eevee:

It looks as intended.

Each of the polygons seems to be shaded on render, but it looks fine on render preview within the viewport.

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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.

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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.

Render:

Viewport Render Preview:

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After I posted it I found the solution… :face_with_hand_over_mouth:

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.

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Do you use Eevee?

Yes tested on both renderer.

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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.

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Eevee has “Light-bleed” problems. Especially when having non-solid objects, like a flat plane or a cube with one face removed.

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