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.
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Related? https://blender.stackexchange.com/questions/66607/double-rounded-corner – Paul Gonet Oct 19 '17 at 15:50
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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. – Riccardo Oct 19 '17 at 20:26
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Which renderer? – Lawrence D'Oliveiro Oct 19 '17 at 22:55
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1Artifacts in Cycles render – Riccardo Oct 20 '17 at 07:04
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From blender 2.90, you can tweak this using the Object's Shadow Terminator Offset Shading property.
Sen Jacob
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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.
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.
J.Doe
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