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10 votes
Accepted

How would I fix this awful artifact shading?

For the moment you have large and non-planar ngons, it creates these artefacts: You need to change your topology, for example this way:
moonboots's user avatar
  • 160k
9 votes

Shadow terminator artifacts issues

Edit 2021-11-26: a better solution is available as of Blender 3.0, added to the answer below. Blender 3.0+ A setting called Geometry offset is enabled by default, ...
Mehdi's user avatar
  • 424
8 votes
Accepted

Smoke Simulation has weird artifacts and looks low res

You can: Increase the domain's Division value (this will change how the smoke simulates, interacts and looks and will increase simulation time) Turn on Smoke High Resolution (this will introduce ...
Jaroslav Jerryno Novotny's user avatar
7 votes
Accepted

Smoke hi-res fire artifacts in Cycles?

The issue is caused by Smoke High Res. It was fixed by applying the scale of the smoke domain (Ctrl+A)
DeinFreund's user avatar
7 votes

How to get rid of defocus node artifacts?

For best quality with the Defocus node, uncheck the "Preview" radio button.This will calculate slower, but give much better results. Also, if you use the Depth buffer, the Defocus node can ...
HISEROD's user avatar
  • 3,958
7 votes

How do I get rid of artifacts on boolean text?

You have shaded smooth your object but the topology is bad (ngons and stretched triangles), therefore these artefacts. But it depends on what you want to do at the end, if you don't care about having ...
moonboots's user avatar
  • 160k
6 votes
Accepted

Object not rendering smoothly - Can see where it bends regardless of how many loops cuts I have

The imperfections are inherited from the curve used in the curve modifier. Select it, go to edit mode, select all and then search(f3) for Set Spline Type operator and set to NURBS: You will also be ...
Martynas Žiemys's user avatar
6 votes
Accepted

Strange line artifact in a mesh

There is a fully connected face "inside" your leg - meshes like this are known as Non-Manifold (they have stuff in them that shouldn't be there) - Blender works best with manifold geometry (&...
Christopher Bennett's user avatar
5 votes
Accepted

How can I make adjacent object meshes seamless?

To fix your normals I had to follow several steps. Before beginning, I recommend that you unlink your world node and then create a new one for your scene, as doing this will quickly retrieve the ...
R-800's user avatar
  • 2,911
5 votes
Accepted

Any ideas why baking my normal map is failing?

Put the Extrusion at 0.1 and the Max Ray Distance at 0. Now you still can't bake anything because the ray doesn't hit any surface as the faces that need to be baked are currently either perpendicular ...
moonboots's user avatar
  • 160k
5 votes

How stack cubes together to form a multiresolution 3D grid without z-ordering issues?

For a graphic result of this kind, to avoid fuss eliminating coincident faces, you might consider shading, not the object, but instead the World, as seen through it. In Cycles, set with a high 'Max ...
Robin Betts's user avatar
  • 77.3k
5 votes

Strange line artifact in a mesh

You have an internal face - that is, a face that runs inside your mesh from the verts seen on the outside. You can see this if you go into X-Ray mode: Delete it and you'll be fine.
Onyx's user avatar
  • 1,661
5 votes

Wrinkles in shade auto smooth

The large face with cut-out holes is non-planar, which poses problems during rendering. To ensure planarity within your example, all encircled vertices must have the same Y position as the plane's ...
Harry McKenzie's user avatar
4 votes
Accepted

Subdivision Surface Artifacts / Topology Issues?

You may consider retopologizing it a bit (changing the edges flow). Here's my proposal: This kind of geometry doesn't create the shading artifacts plus allows you to properly crease the subsufed mesh ...
Paul Gonet's user avatar
  • 33.4k
4 votes
Accepted

Pixelated shadow appearing in Cycles when using bump in node editor

This is called the Terminator Effect. Cycles is not the only engine that has this problem. The solution is often to apply the subdivision surface modifier (if your object has one). Also HDRis can lead ...
Nils Eisen's user avatar
  • 1,204
4 votes
Accepted

What's causing the colorful artifacts?

Just checked with my file and I can verify, it looks like the denoiser is the problem just check it off. Its weird. Its hard to tell with the 2nd picture but there is definitely some weird artifacts....
icYou520's user avatar
  • 5,489
4 votes

Render Layers causing pixelation

The index passes in Cycles are only rendered with only 1 sample, unfortunately, so they are not antialiased. Your setup looks to me as if it should work with a simple Alpha Over too. Replace your Mix ...
sebastian_k's user avatar
4 votes

White Block Artifacts in Eevee Beta Renders?

I've been experiencing this as well; when it happens to me, it's occurring in geometry where there's a degenerate or zero-area face (e.g. take a polygon and scale it to 0 in two dimensions, so it's ...
Shipbrook's user avatar
4 votes
Accepted

Distorted normal map on smooth surface

The problem is numerical error. 8 bits can't resolve the direction in a surface so sensitive to minute changes in angle. Set up a new 32-bit image.. you can do this in the Image Texture node itself ...
Robin Betts's user avatar
  • 77.3k
4 votes
Accepted

Weird artifacts in shadow when rendering transparent objects

Denoisers use an algorithm to predict and remove noise (the fireflies). However, when your image gets too noisy, the algorithm will be unable to predict what is supposed to be where (remember it's ...
stphnl329's user avatar
  • 4,837
4 votes
Accepted

Fixing bad geometry on a complex mesh

I looked over the file and found that over huge parts of the object there are faces overlapping other faces: Some connected some not. While using a remesh modifier with a low enough voxel (roughly 0....
Xylvier's user avatar
  • 4,755
4 votes
Accepted

Strange artifacts when using Solidify

There is a vertex mishmash. Press M to Merge by Distance with value like 0,001 I did some more manual cleaning (Merge by Last to merge some others vertices that were close to each other) and Slide by ...
vklidu's user avatar
  • 36.6k
4 votes
Accepted

Why doesn't the normal map hide the inaccuracies of the low poly model with smooth shading?

The most fundamental rule of normal map baking is, however the normals are at the time of the bake, you never change them after that. The normal map represents vectors relative to your existing ...
Nathan's user avatar
  • 24.8k
4 votes
Accepted

Striped artifacts on object when applying metalness-map to shader-node

In the image texture node that you have plugged into the Metaliic input of the Principled BSDF shader change the Color Space option from Linear to Non Color. Edited after reading Nathen's comment ...
3fingeredfrog's user avatar
4 votes
Accepted

Wrinkles in shade auto smooth

Maybe use this topology instead: Begin with that hole: Bevel the corners: Join the vertices to get this topology: Dissolve the other edges:
moonboots's user avatar
  • 160k
3 votes

Mesh artifacts only on render

I got it to look "right" without much work by triangulating those trouble faces, smooth-shading the object, and setting up auto-smooth. Here is what the topology and render look like (click on it to ...
JakeD's user avatar
  • 8,487
3 votes
Accepted

Reflections showing wave pattern after adding plane

This is the proper reflection of a curved surface. the peaks of the wave pattern are actually just the corners of the plane. you could reduce the effects by changing the camera angle or the size of ...
bstnhnsl's user avatar
  • 2,710
3 votes

How to reduce artifacts on curved text/vector

I added a text, converted it to a mesh and extruded it 1 upwards. To get artifacts, I used a wave modifier. Yay, artifacts: The artifact are because of the terrible topology Blender creates of the ...
piegames's user avatar
  • 1,969
3 votes

artifacts on all my objects

Your End Clip value (in the middle right of your screenshot) is extremely high. Computers have trouble calculating wide ranges of floating point (decimal) numbers with extreme precision and often end ...
Greg Zaal's user avatar
  • 10.8k

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