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HISEROD
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This is a common problem with smooth-shaded, low-polygon-count models. It is caused by mismatching of the true shape of the polygonal model and the smoothed normals.

Here are three solutions:

1. Soften the lighting.

Increasing the size of the light will:

✔ Preserve the polygon count.
✔ Preserve the shader realism.
✖ Alter the look of the render.

2. Adjust the shadow termination. (Blender 2.9+)*

Adjusting the shadow termination offset will:

✔ Preserve the polygon count.
✖ Alter the shader realism.
✔ Preserve the look of the render.

3. Subdivide the geometry.

Subdividing the geometry will:

✖ Alter the polygon count.
✔ Preserve the shader realism.
✔ Preserve the look of the render.

* Blender 2.9+ Cycles only

This is a common problem with smooth-shaded, low-polygon-count models. It is caused by mismatching of the true shape of the polygonal model and the smoothed normals.

Here are three solutions:

1. Soften the lighting.

Increasing the size of the light will:

✔ Preserve the polygon count.
✔ Preserve the shader realism.
✖ Alter the look of the render.

2. Adjust the shadow termination. (Blender 2.9+)

Adjusting the shadow termination offset will:

✔ Preserve the polygon count.
✖ Alter the shader realism.
✔ Preserve the look of the render.

3. Subdivide the geometry.

Subdividing the geometry will:

✖ Alter the polygon count.
✔ Preserve the shader realism.
✔ Preserve the look of the render.

This is a common problem with smooth-shaded, low-polygon-count models. It is caused by mismatching of the true shape of the polygonal model and the smoothed normals.

Here are three solutions:

1. Soften the lighting.

Increasing the size of the light will:

✔ Preserve the polygon count.
✔ Preserve the shader realism.
✖ Alter the look of the render.

2. Adjust the shadow termination.*

Adjusting the shadow termination offset will:

✔ Preserve the polygon count.
✖ Alter the shader realism.
✔ Preserve the look of the render.

3. Subdivide the geometry.

Subdividing the geometry will:

✖ Alter the polygon count.
✔ Preserve the shader realism.
✔ Preserve the look of the render.

* Blender 2.9+ Cycles only

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Source Link
HISEROD
  • 4k
  • 11
  • 25

This is a common problem with smooth-shaded, low-polygon-count models. It is caused by mismatching of the true shape of the polygonal model and the smoothed normals.

Here are three solutions:

1. Soften the lighting.

Increasing the size of the light will:

✔ Preserve the polygon count.
✔ Preserve the shader realism.
✖ Alter the look of the render.

2. Adjust the shadow termination. (Blender 2.9 +9+)

Adjusting the shadow termination offset will:

✔ Preserve the polygon count.
✖ Alter the shader realism.
✔ Preserve the look of the render.

3. Subdivide the geometry.

Subdividing the geometry will:

✖ Alter the polygon count.
✔ Preserve the shader realism.
✔ Preserve the look of the render.

This is a common problem with smooth-shaded, low-polygon-count models. It is caused by mismatching of the true shape of the polygonal model and the smoothed normals.

Here are three solutions:

1. Soften the lighting.

Increasing the size of the light will:

✔ Preserve the polygon count.
✔ Preserve the shader realism.
✖ Alter the look of the render.

2. Adjust the shadow termination. (Blender 2.9 +)

Adjusting the shadow termination offset will:

✔ Preserve the polygon count.
✖ Alter the shader realism.
✔ Preserve the look of the render.

3. Subdivide the geometry.

Subdividing the geometry will:

✖ Alter the polygon count.
✔ Preserve the shader realism.
✔ Preserve the look of the render.

This is a common problem with smooth-shaded, low-polygon-count models. It is caused by mismatching of the true shape of the polygonal model and the smoothed normals.

Here are three solutions:

1. Soften the lighting.

Increasing the size of the light will:

✔ Preserve the polygon count.
✔ Preserve the shader realism.
✖ Alter the look of the render.

2. Adjust the shadow termination. (Blender 2.9+)

Adjusting the shadow termination offset will:

✔ Preserve the polygon count.
✖ Alter the shader realism.
✔ Preserve the look of the render.

3. Subdivide the geometry.

Subdividing the geometry will:

✖ Alter the polygon count.
✔ Preserve the shader realism.
✔ Preserve the look of the render.

Source Link
HISEROD
  • 4k
  • 11
  • 25

This is a common problem with smooth-shaded, low-polygon-count models. It is caused by mismatching of the true shape of the polygonal model and the smoothed normals.

Here are three solutions:

1. Soften the lighting.

Increasing the size of the light will:

✔ Preserve the polygon count.
✔ Preserve the shader realism.
✖ Alter the look of the render.

2. Adjust the shadow termination. (Blender 2.9 +)

Adjusting the shadow termination offset will:

✔ Preserve the polygon count.
✖ Alter the shader realism.
✔ Preserve the look of the render.

3. Subdivide the geometry.

Subdividing the geometry will:

✖ Alter the polygon count.
✔ Preserve the shader realism.
✔ Preserve the look of the render.