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I'm having an issue rendering subdivision surfaces in EEVEE and can not find an answer anywhere.

When applying subdivision surfaces to objects in EEVEE, it creates very distorted reflections in the shading. Everything renders perfect in Cycles but this is the result I get in EEVEE.

With subdivision surface modifier, you can see the blocky shading.

enter image description here

Here without subdivision surface, everything is smooth.

enter image description here

enter image description here Here is the topology with subD applied so you can see the modifier is applying clean topology as well. enter image description here

Also here is a render I created of the model in cycles, you can see the issue doesn't occur in Cycles renders.

enter image description here

I have no idea what is causing this, I appreciate any help.

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  • $\begingroup$ It's likely related to your topology. Can you add a screenshot of the wireframe? $\endgroup$ – Robert Gützkow Sep 5 at 19:22
  • $\begingroup$ I uploaded the wireframe image $\endgroup$ – Shawn Paul Sep 5 at 19:48
  • $\begingroup$ Also uploaded my cycles render to see the shading issue is not present $\endgroup$ – Shawn Paul Sep 5 at 19:57
  • $\begingroup$ Have you experimented with the Screen Space Reflection settings, like the trace precision? Increasing it may help. $\endgroup$ – Robert Gützkow Sep 5 at 20:00
  • $\begingroup$ Yeah, I tried all the settings there in that panel, also with creating the reflection cube map and baking the lighting. I thought it was a issue in Screen Space Reflection to begin with. Then I removed that setting completely and applied just a base principled shader and only the basic scene settings and the shading still has that issue. Also should note even applying the subD modifier it still does it as well. $\endgroup$ – Shawn Paul Sep 5 at 20:03

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