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I have a surface with a Subdivision Surface modifier, and when I render it in Cycles, there is a black edge at the edge of the surface:

enter image description here

If I render it without Subdivision Surface it looks like this:

enter image description here

What could be the reason and how can I stop this?

EDIT:

After adding the Edge Split modifier as suggested by Shady Puck, the result looks as expected:

enter image description here

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  • $\begingroup$ Can you upload the .blend file? $\endgroup$
    – Shady Puck
    Sep 19, 2016 at 23:18

2 Answers 2

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I believe that you can minimize this by increasing the Subsurf levels and eliminate it with an Edge Split modifier. A clever combination of both may suit you.

Sorry for low quality:

enter image description here

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  • $\begingroup$ Thanks a lot! Adding Edge Split modifier solved it for me. $\endgroup$
    – Noidea
    Sep 20, 2016 at 10:19
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That's because you have smooth normals. Either set those faces to flat shading or enable Auto Smooth under Mesh Data.

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  • $\begingroup$ could you explain a little bit what is the difference to splitting the edges? Do you mean it is because I don't have smooth normals? $\endgroup$
    – Noidea
    Sep 20, 2016 at 19:21
  • $\begingroup$ @Noidea Smooth shading your mesh can lead to this blackening of the edges...something I forgot to mention, but Xtremity remembered. $\endgroup$
    – Shady Puck
    Sep 20, 2016 at 21:06

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