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Has anyone found a way to fix the problem? Increasing the subdivisions the artifacts remains, less visible because the polygons are smaller. I have also attached Arnold image (Redshift is very similar) even with less subdivisions and more contrast that work better.

enter image description here

enter image description here

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  • $\begingroup$ Related? blender.stackexchange.com/questions/66607/double-rounded-corner $\endgroup$ – Paul Gonet Oct 19 '17 at 15:50
  • $\begingroup$ It does not seem the same problem. I used a simple cube with the subdivision modifier. I've read that it is a known problem, in Mental Ray was resolved many years ago, Renderman may still have this problem. I would like to see if there is a way to fix it in the latest version of Blender 2.79. $\endgroup$ – Riccardo Oct 19 '17 at 20:26
  • $\begingroup$ Which renderer? $\endgroup$ – Lawrence D'Oliveiro Oct 19 '17 at 22:55
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    $\begingroup$ Artifacts in Cycles render $\endgroup$ – Riccardo Oct 20 '17 at 7:04
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From blender 2.90, you can tweak this using the Object's Shadow Terminator Offset Shading property.

Shadow Terminator Effect

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Terminator artifacts are a complicated topic of raytracing. From a technical point of view the normal of the face shows the way from the light source. Therefore the face is not illuminated by light and a shadow is cast at the right place. Even if it is technically expected behavior and does not mean a "bug" - from the user's point of view this is often not the desired effect of smooth shading.

enter image description here

Source: wiki.povray.org

Simple measures to work around the problem are:

  • More geometry through subdevision
  • or create the normals with a high resolution mesh and back to the low res mesh
  • large area lighting

Some render engines work around this problem in different ways. Requests for solution of this problem are in the bugtracker for a while now. current information can be found here.

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