I'm seeing weird shadows when using the solidify modifier on hollow cylinders. I've verified all normals are correct. I can't seem to find any way to fix this. The shadow problems carry over to Unity when imported. What can I do to fix this?
77499
I am trying to slice up my models using the Boolean modifier.  After applying the modifier on my smooth mesh, I get the expected result, a flat dissection to separate my mesh into two.  The problem lies in how I can resolve the visual "jaggered" edge that separates my (smooth) mesh exterior from the flat dissection face.    Is it possible to achieve a smooth-to-flat variation without this artifact?   I tried to alter a mixture of the two but end up with artifacts, or unwanted blocky flat mesh faces around the dissection edge of my mesh.
40351
I am relatively new to Blender so please excuse me if this is rather amateur!   The bottom of my torus has poor surface quality, I have scaled the vertices down for a smaller (variable) tubular radius all the way around the torus and at the bottom the surface quality is awful, with inaccurate shading. Any ideas as to what is wrong and/or how I could fix this?  Thanks, itsanate
32092
In solid mode with Material or Texture, it is shown fine.   But in the Render mode, everything is pitch black. I have a sun, and the Opacity of the scene is set to 100%.    I am new to using Blender, so I have no idea what is wrong. If you could help, I would appreciate it. If you need more information to help me, I would be glad to give it.
75935
So I am having a problem where the subdivision modifier will constantly distort my models in a very odd way. The subdivision modifier causes the model to warp inside itself at the middle of my model. I will include a before and after picture of the application of the subdivision modifier. I am getting fairly annoyed with this problem so I would very much appreciate if some one could clarify why this is happening.  Thanks, Nova
63440
When two objects -one of them transparent- intersects it creates some artifacts visible even in the alpha channel. Even with 1024 transparent bounces the artifacts remain.    In the example file there are two cubes in the same position, one transparent and one emission.    What is causing this? Any way to get rid of this artifacts?
80796
I'm trying to model a spaceship and I ran into this weird predicament. I'm using a mirror modifier as can be seen and I get this annoying crease:   If I enter edit mode, you can see that the verticies are connected:   And adding mean crease doesn't fix much:   What's a good way to fix it?
11449
I am following this  on making an asteroid and when it comes to rendering the scene I get an unwanted "shadow". The shadow starts to appear in frame 36 of the render (but is clearer in frame 40) and i do not know what i have done wrong. Here is the .  The effect described here is clearly visible in the right top corner, like a polygonal darkness.
8708
Using v2.73, cycles and a very simple scene: an array of cubes, no big deal.   If I set the shader's material to transparent, the cubes in the foreground do become transparent but those far away in the back do not disappear completely and this strange dark things appear (visible in rendered mode and in final renders)    I've played with the clipping distance on the viewport and camera, but I can't figure out how to make those ghosts go away...
72524
So I was doing a fairly simple model of a Glock hand gun. I had already applied a mirror modifier to the model, that I had so far (which was the grip). Then I applied the subdivision surface modifier. At the point where the mirrored part of the model and the "real" part of the model met it collapsed inside of itself. Bellow will be a picture of the model. I would really appreciate it if someone could tell me how to fix this so I can get back to working on my model. Also the picture is the bottom part of the grip, it may looks like two smaller grips, they are supposed to form one. But like I said it collapsed in on itself.  Thanks, Nova
1162
I have modeled a simple pocket watch in Blender. Every time I import it into Unity3D, regardless of whether I export it from Blender as an FBX or 3ds file, it always comes out missing faces! Why is this happening? I have never had problems importing models into Unity3D like this before.  Blender Screenshot    Unity Screenshots     It seems to me that different faces appear when I rotate it differently. How can I prevent this? Thanks!
14112
Whenever I try to cut out a circular hole in either a cylinder or sphere the polygons around the circular hole always have distorted normals after smoothing. Is there anyway to fix this. I've tried using the remesh modifier but wind up with some pretty ugly results.
21535
I am compositing a scene using a standard process in Cycles, and it worked correctly as long as I had my lighting setup in the scene, however when I switched to HDR, my Shadow pass seems to become a solid black. Why is this, and how can it be avoided?  My node setup:
105856
I work with Blender 2.81a and I have a problem with some artifacts in the shadows of objects with smooth shading. Based on the release note of Blender 2.81 ,(), I expected this problem to be solved. There’s a note with a comparative screenshot saying: “Reduced shadow terminator artifacts for bump mapping with diffuse BSDFs.“   There’s no detail about the issue. There’s a mention about “bump mapping”. I have another scene with bump mapping and the problem is the same as in my test shown below. Here’s a screenshot of my test below.  The only solution right now is to increase of the number of polygons with a “Subdivision Surface” modifier. However that makes a crazy amount of polygons and the modifier cannot fit all situations.  Another element of solution is about the light. I noticed that happens particularly when there’s one directional light in the scene like a sun light. Increasing the “Angle” parameter creates a smoother effect. Too much of this becomes blurry and unrealistic. My screenshot shows a sun with the angle 6.4 degrees.  These artifacts only happen in Cycles. Eevee seems to be correct.  I expected this problem to be solved. However it is still present. Am I missing something?
8285
When I add a mirror modifier it sometimes doesn't mirror correctly, giving me an overlapping mesh. How can I fix this?
24739
This image is what's supposed to look like in Edit Mode/Object Mode(although I still can make these screenshots even after the update by pressing F12 which is rendering) but the following is what my donut looks like now in Blender.  It shows no shadows and colors. The only thing I did is updating blender to 2.81 from 2.80. And I don't know what but something seems off with blender. Sometimes I can't click any objects so I just pressed tab and then now it's all clickable. Seems like I was in edit mode, but to me, it looked exactly like object mode. I don't know what is wrong with it. How do I make my colors show up again?
88222
This questions has already been asked a million times, but nothing solved my issue so far.  Situation   I'm using Blender 2.72b.  I'm not using nodes, just the plain old vanilla settings. But apparently I messed them up somehow. I'm using the Mirror modifier. I'm completely new to blender (and 3D modelling in general) and use it for a couple of days now. I deleted the cube and made this model from scratch (no import).   In texture view everything looks fine:   In material view (and after rendering) everything is black:   Attempts to solve   I have a light source. I have a camera. I have no ceiling. I have a material. I have a texture. Shadows are activated. I tried using nodes and my output was well connected - no change, still black, so I stopped using nodes again (I had no idea what I was doing anyway). I checked out many solutions posted on the web.   As my last attempt, I opened the vanilla start-up file again. Everything works fine with the cube. So I compared the material und texture settings step by step. It all seems the same. This topic is so extraordinary complex and I'm so bloody inexperienced that I'm stuck at this point.
92120
, I'm trying to write a shader that uses a gradient to mix between transparency and the surface material. So far, I've managed that. But when transparent, the object shows black faces in some areas, and only from certain angles.    It is important to note that these are not gradually black, or grey, faces. They are jet black and unshaded. This model was ripped via RenderDoc and was imported as a CSV.  Removing doubles does work, but it massively deteriorates my mesh, so unless I can select doubles, it's not an option. It's nothing to do with the shaders themselves - setting the mesh to be exclusively a transparent shader still shows it. Flipping/Recalculating normals has absolutely no effect. Clearing custom split normal data does not have any effect.  I can only conclude that it's an issue with Z-Fighting. Can anyone tell me how to absolve this? Or at least how to circumvent this and use a different method for gradually revealing / masking an object?