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I'm having a weird issue where 'Clear Sharp' seems to do nothing to edges that Blender half recognizes as sharp.

I have a model that does not show to have any edges marked as sharp:

https://i.imgur.com/ymYiUPk.jpg

Nothing seems wrong when in object mode either:

enter image description here

But when I render the model without a subsurf modifier, I get this as a result:

https://i.imgur.com/DJ2lihF.jpg

And when I go to the Select Menu and hit 'Sharp Edges', those same edges become selected:

enter image description here

However neither doing so from this selection nor selecting all will clear them if I do a Mesh > Edge > Clear Sharp

Before I discovered this was the case, I thought something was just wrong with the normals, but smoothing vertex/edge/faces did nothing and neither did recalculating normals or checking auto smooth or adding an edge split modifier. I'm not sure what else to try.

Here's the blend file: https://www.dropbox.com/s/9h6arxu9fn74yrm/SharpEdgeProblem.blend?dl=0

edit: A few extra things to note: this topology was the result of the add-on RetopoFlow 2.0, but I have had this issue before with a different model simply by importing an OBJ file and deleting edge loops.

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There are no sharp edges on the mesh. What you are observing there is geometry obstructing itself or forming some unexpected shadows because of the way it is triangulated. When rendered, the mesh is triangulated and some faces that may look smooth when you rotate them in the 3d view get divided into triangles that obstruct each other looking at them at some angles or produce unexpected shadows:

enter image description here

There is nothing to do about it - the geometry is just not detailed enough to be rendered nicely, you do need to use Subsurf modifier or modify the geometry some other way.

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  • $\begingroup$ Interesting, so it seems Cycles is not as suited for lower poly meshes as it is higher poly and that I need to be more careful with vertex placement. Thanks for the answer! I also am aware of the edges that show when the mesh is triangulated, even if the line isn't shown. I don't know what the name for them are, so I just called them invisible edges. $\endgroup$ – BeanLight Jan 8 at 19:58
  • $\begingroup$ I think some problems would be seen with most other rendering solutions as well. It doesn't have to be really high poly, but just sort of different shape for them to be less visible. But then, if it is modeled with Subsurf modifier, I think this is just how it ends up - there is nothing wrong with it. You can have either lower polygon count or more detail and nicer shading. $\endgroup$ – Martin Z Jan 8 at 20:25
  • $\begingroup$ Yeah I see the same, though VERY VERY slightly better, result in Maya. I think it has to do with the shader as much as vertex placement. I got something much closer to my desired result by switching from a diffuse or principled shader to a toon shader. I also do have a closer to desired result with the default shader in Unreal 4 (though without the color cuz I'm dum). Really appreciate the help by the way! $\endgroup$ – BeanLight Jan 9 at 1:40

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