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I have a problem but i dont know how to describe it. I have one object. It is look good if I put it in (0,0,0) xyz axis or about +- 100 unit location. But when i moved it to (1000,0,0) it became weird with some cracked on surface and it worse than that. I applied locrotsccale already, just subsur modifier (but it not better when I removed modifier) Some one help me how to fix it. Thank you Here is my screenshot: when it on center

when I moved

Update: Here is my file to check FILE

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    $\begingroup$ Don't use clipping values for the viewport camera ranging from 0.1 up to 3000, decrease the difference at least 3 times. See blender.stackexchange.com/questions/4946/… $\endgroup$ – Mr Zak Jul 13 '18 at 10:07
  • $\begingroup$ I tried to change chip value but it's not affect tho, by the way it only show up when I turn to rendered view, It look fine when solid view. $\endgroup$ – bao phan Jul 13 '18 at 10:36
  • $\begingroup$ Does this help? blender.stackexchange.com/questions/26558/… $\endgroup$ – Ray Mairlot Jul 13 '18 at 15:40
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    $\begingroup$ @baophan Huh, I've never seen anything like this! It seems to be a numerical precision problem in cycles. As far as we're concerned from a user perspective, I'm not sure there really is a fix besides keeping the object closer to the origin.. Depending on what you're trying to do, perhaps we can come up with a workaround? $\endgroup$ – gandalf3 Jul 14 '18 at 3:37
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    $\begingroup$ @baophan If that's the case, you might try animating the city moving long the path, keeping the camera close to the origin. That could prove rather annoying to manage, though it may be possible to have an addon take a normal animation apply the inverse as appropriate $\endgroup$ – gandalf3 Jul 14 '18 at 7:36
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This seems to be due to an old bug. The cause has been identified:

The issue is actually coming from the way how ray bounce is happening: it is using ray_offset() in order to avoid self-intersection. This function will push ray along the face normal by a small value. This small value is different for different axis and actually depends on magnitude of the original coordinate. In this case ray is getting pushed a bit more along Y axis than along X and Z axis. This makes ray to be moved into the surface itself, causing light artifacts.

But it's apparently difficult to solve. There is a patch you can try if you are familiar with building software, but you'll likely have to apply it to an older version of blender (and it doesn't fix everything).

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