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When I render my scene in Cycles, I get these really weird glitches (Pictured in image). They happen more and more frequently the less directally my light source is illuminating them. Sorry if this is relatively simple, I am new to blender.

The glitches in question. There is supposed to be a solid, gradient shadow.

a larger shot of where some glitches are (and where they aren't) the most zoomed-out shot of the animation, where the glitches are present but slightly harder to see I might add that the render is an animation which both needs both very high (60000m) and fairly low (6m) clipping distance, and these glitches look a bit like what happens in the viewport when I set the clip distance really low. Not sure if this is at all relevant just thought that I might as well add it.

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Have you tried recalculating normals? I often get weird artifacts/shadows when the normals get flipped around.

  1. Tab into edit mode with your mesh selected
  2. Select all the faces of the mesh with A
  3. For blender 2.8 SHIFT + N brings up the recalculate normals tool. You want to "Recalculate Outside".

Or you can access this via: Edit Mode > A > Mesh menu > Normals > Recalculate Outside

enter image description here

https://all3dp.com/2/blender-recalculate-normals-simply-explained/#:~:text=There%20are%20two%20main%20ways,so%20they%20all%20face%20outwards.

Explanation of normals from All3DP:

Ever wondered why your Blender model is sometimes plagued by random black voids?

The normal of a face describes the direction it’s pointing or facing. Usually, in a closed model, all normals should be facing outwards.

However, sometimes when manually manipulating edges and faces in Blender, the normals get flipped. It’s not the end of the world, but it does make your model look weird. And once you export the model, flipped normals can leave behind bad artifacts.

That’s why it’s best to fix these flipped normals. And the good news is, they’re super easy to recalculate.

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  • $\begingroup$ Unfortunately this is not the problem.. The shadows happen in every object, in different places depending on the lighting. $\endgroup$ – UberRix Jul 10 at 3:39
  • $\begingroup$ @UberRix Would you be able to post more screenshots of the whole scene? Thanks in advanced :) $\endgroup$ – kaisa Jul 10 at 15:15
  • $\begingroup$ yup, I added them to the body of the post. $\endgroup$ – UberRix Jul 10 at 19:01
  • $\begingroup$ Could this just be a problem with the Cycles engine? I have found nothing on the internet regarding this problem $\endgroup$ – UberRix Jul 11 at 18:05
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After much trial and error, I figured out what my problem was. I was using the denoise node, but my sample count was low enough where it had trouble making sense of where light bounced and what objects really looked like. Therefore, all I had to do was increase my sample count, and the artifacts went away.

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