1
$\begingroup$

I created this object which has a bevel modifier and a mirror one(x and z axis). The top faces are of the same height so they should shade even but they shade some bumping out as showing in the picture. I tried selecting faces which have not equal to 4 sides and turned out none, so there was no Ngons. Also I checked these was no vertex that unintentionally created and overlaid. So what actually causes this issue?

top view top view

side view from a certain angle side view from a certain angle

turn on showing wireframe turn on showing wireframe turn on showing wireframe 2

$\endgroup$
2

1 Answer 1

3
$\begingroup$

It has to do with your Bevel modifier and your Shade Smooth. If you apply the Bevel, you have this topology:

enter image description here

The small face I highlight is slightly tilted compared to the top flat face. As you have shade smoothed the object, Blender tries to smoothly transition from the big face to the slightly tilted small face. As each face is actually made of 2 triangles in a 3D object, and as the top face is rather big and elongated, the transition between these triangles is pretty noticeable, it creates some sort of artifacts.

You can easily fix the problem if you select the top faces:

enter image description here

Then press i to inset, and B to keep the borders stick to the mirror axis:

enter image description here

This time, as the next faces of the top face are flat as well, there is no more noticeable shading problem:

enter image description here

$\endgroup$
1
  • $\begingroup$ Your answer is so comprehensive and easy to understand, my huge thanks! $\endgroup$ Commented Sep 22, 2020 at 8:29

You must log in to answer this question.

Not the answer you're looking for? Browse other questions tagged .