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I rendered this image in Blender 2.81 Alpha.

enter image description here

The helmet has a simple glossy shader with roughness set to 0.265. I'm rendering this in Eevee. The blue is coming from a spotlight in the back. What is causing the lines to appear in the glossy reflection and how can I remove it?

Things I have Tried

  • Cranking up the sampling numbers

  • Remeshing

  • Subdividing

  • Applying all modifiers I have in modifier stack

I would love to provide more details if you need it.

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  • $\begingroup$ Does it look bad in Cycles too? It's worth looking at your shadow settings in both the render tab & the light tab (need the light selected for the tab to appear), try soft shadows and/or high bit depth in the render tab for a start. $\endgroup$ – MarkS Oct 13 '19 at 15:24
  • $\begingroup$ It does look better in cycles. I hadn't thought of messing with shadows and turns out it does make a big difference. Thanks! For the time being, I have cranked up the bloom to cover up these artifacts. $\endgroup$ – BlurryFace5178 Oct 13 '19 at 16:34
  • $\begingroup$ No sweat. I think of eevee as a scanline renderer on steroids: it can be good enough for production or whatever, but it’s a juggling act. It does shine with volumes though, where you can forgive the slight lack of quality for saving potentially days of render time! $\endgroup$ – MarkS Oct 14 '19 at 0:17
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Increase minimum clip distance on camera. That should solve the problem. Explanation here: https://devtalk.blender.org/t/why-eevee-with-zoom-up-cause-broken-mesh-for-layered-parts-solved/4098

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