I consider myself quite experienced w/ Blender, yet have never encountered the problem, as seen in the image, before.

Broken Lighting of Surface in Solid Viewport

Here are some details, hopefully to provide more clarity concerning my problem:

  • The mesh is shaded Flat, yet it has notably incorrect 'smoothed' shading.
  • The mesh is divided into individual Islands. These Islands do intersect w/ each other.
  • The most recent Islands suffer the most.
  • I have attempted to append the mesh into an older version of blender (2.93), and the problem persisted.
  • I have ensured all normals face outward, with no irregularities.
  • Some doubles do exist throughout the mesh, only because of the aforementioned division into Islands.

Does anyone know how I might fix this?

Edit: Here is the offending Mesh: https://drive.google.com/file/d/19jdwPf6Y-wI-yJB4AzF5jImSvhtUT7j3/view?usp=sharing

  • 1
    $\begingroup$ please provide blend file to check it out $\endgroup$
    – Chris
    Commented Dec 15, 2021 at 3:00
  • 2
    $\begingroup$ If this is a model imported from another source, go to mesh properties > Normals > Clear custom split normals $\endgroup$
    – Gorgious
    Commented Dec 15, 2021 at 8:59

1 Answer 1


The model has custom per-face-corner normals that are overriding the flat-shaded normals. You can discard these, as Gorgious offered, by Clear Custom Split Normals in properties/object data/geometry, or you can tell Blender not to use them by disabling Autosmooth in properties/object data/normals.


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