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I am trying to create a bar, that has a rounded end. I did this by creating a cylinder with 32 vertices, extruding the outward-facing faces, and then deleting the middle and back. This seems to work fine, but when I apply shade smooth I get 2 issues.

  1. The smooth facing does not seem to affect the inside of my half cylinder
  2. Where my cylinder ends and becomes along bar I got some shading artifacts

The form from the top The form from the top

Issues: Here you can see my backside is not being shaded smooth, and the transition to the long bar is not being shaded correctly as well enter image description here

enter image description here enter image description here enter image description here enter image description here

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I would start by making sure your entire mesh is shaded smooth (right-click context menu in object mode). Sometimes your mesh can have a mix of shaded flat/smooth faces when doing operations like object merging, even if you have Auto Smooth turned on.

Next I would check for doubled vertices or interior faces. Judging by how the wireframe is thicker where one of the hard edges is a good indicator for overlapping geo. You can get rid of overlapping verts by running the Merge by Distance operator (found in the M context menu).

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