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I have created an object, when I render it in EEVEE the shading looks decent but when I render it in Cycles it seems to have clear lines where the shading falls.

I tried a shade transfer from another object, but that didn't work, I tried to add subdivision which messed up the mesh, and adding loopcuts didn't really seem to do the trick too.

Is there any way to fix this?

enter image description here

enter image description here

I uploaded the file here in case if anyone wants to have a better look at it. https://easyupload.io/49yd8k

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  • $\begingroup$ It looks like normals trouble, but why it’s happening for cycles and not EEVEE I have no idea. Are some of the normals inverted? Do you need to merge duplicate verses? Do you have odd n-gon shapes / does triangulating the mash make a huge difference? $\endgroup$
    – TheLabCat
    Sep 8, 2021 at 2:00
  • $\begingroup$ It is an artifact of your first Bevel modifier, on the panel on the main cylinder; but I don't know the fix. $\endgroup$ Sep 8, 2021 at 3:02
  • $\begingroup$ I don't think it's an artifact because then it would show up in the face orientation don't you think? I also checked the normals and that seemed in order. It could be the geometry which need to be of a rounded shape for that position. But I have no Idea how to do that. Because if I add loopcuts the shape will still have sharp edges and I can't really use a latice or deform it will affect the whole object instead of that face or edge only. $\endgroup$
    – Blendmoth
    Sep 8, 2021 at 4:38

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It looks like it's the Terminator Effect, Blender struggles to create soft shadows with the current lights (you have areas that project parallel rays and a point light that has a very low Radius value), you need to increase the size of a light, like the Radius of the light called Light, or select your object and in the Object panel > Shading, increase the Shadow Terminator Offset.

Here I've just increased the Radius of Light:

enter image description here

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