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I notice this radial striping often when I use the subsurface modifier on shapes with curved segments. How can I prevent it or remove it?

enter image description here

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    $\begingroup$ maybe related: blender.stackexchange.com/questions/47934/… $\endgroup$ – cegaton Mar 25 '16 at 21:04
  • $\begingroup$ @cegaton I tried the accepted solution, and while it helps, it's just reducing the problem, not eliminating it. So i tried extruding the inner edge loop without moving it, like you suggested, and that worked. But in this figure, that made that edge loop really sharp, which isn't what i wanted. So, i scaled it inwards. Then it looked great. I'm not sure what to take from this - subsurf has trouble with angles on the edge of a large n-gon? $\endgroup$ – kim holder Mar 25 '16 at 21:46
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    $\begingroup$ @kimholder - cegaton's link is still pretty related, although I would say that you could select the big n-gon in face selection mode, and use the "i" key to do some inset operations on the face. The problem really comes down to a big flat face trying to smooth out to a whole bunch of vertices. When that happens you are going to see the rippled influence. $\endgroup$ – Rick Riggs Mar 25 '16 at 21:52
  • $\begingroup$ That makes sense. I'll keep that in mind. $\endgroup$ – kim holder Mar 25 '16 at 22:03
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The issue is how the subsurf modifier will subdivide an ngon (a polygon or face made of more than 4 vertices)

The rest of your object is made of quads and subdivides nicely and regularly with the subsurf modifier, whereas the ngon creates a subset of polygons arranged in a way that will create the artifacts you are experiencing.

![enter image description here

There are a few solutions:

add a number of subdivisions or loop cuts to make the ngon smaller and the issues less evident:

enter image description here

You can delete the ngon and fill the surface with quads using the grid fill tool (this requires that you have an even number of vertices on the loop ring)

enter image description here

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Your problem is the huge ngon on the top. Try filling it with a grid-like patch of mesh.

Check out this topology guide especially the part about Cylinder Caps

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