I wonder why this issue exists with smooth shading - I'm glad there's a solution, but I feel like there's a better one than clipping the shadow point. Hopefully, the Blender devs will figure it out :)
The issue is that smooth shading is a hack in itself. For a flat poligon you interpolate the normals between the vertices of the face to get smoother shading with less poligons. but now the normal deviates from the normal of the real surface. A new shadow ray can now go past the surface (which the shading model should not allow). some render engines "fix" it by hacking the shadow ray distribution to hide this issue, others offset the ray from the surface itself to hopefully not make it intersect as much. There is no way to fix this for a poligonal model without a hacky inaccurate workaround, just hide it as best as possible without deviating too much from the "mathematicaly perfect" solution.
If possible, better option would be copy the object, subd as much as you want and data transfer custom normals (i usually use interpolated), and apply. This is a perfect option in many cases, but since it requires applying the modifier it can be impossible in other cases. Btw is this shadow terminator setting available for EEVEE as well?
I had this today in fairly high poly model even. I went up and down searching for overlapping geometry, checked my normals, nothing. Seems like even when high poly objects have strong curves this stll happens. In flat shading it looks like a line crosses through the middle of a quad. I'll see if this fixes it, so I can reduce the poly count a bit. Had to add quiet a load of extra geometry just to get rid of thos disturbances on an otherwise good looking face Edit: In case anyone needs to know: Increasing the size of my light source fixed it
just want to share suggestion to improve this result, u can also use Bevel node in Shader editor, and plug it to Normal, tweak the setting until sharp edge disappear, it can do fake bevel on edge.
I found this setting today by coincidence !!!!! :) cool that you found it as well, yes it does fix this issue with low polys but it is not perfect tho in all cases, for example the blocky shadows issue still exist with this setting set to even the highest on a Cone primitive..but yeah, in general it fixes this issue more or less at the cost of offsetting the shadow position a bit.
I’m having the same type of problem, but with the textures, for some reason the textures look blocky, I’ve tried everything and tried to search up a tutorial on how to fix it, but I can’t find it, I don’t know what the bug is called.
Wow bizarre they didnt have this way before. This terminator effect was always kinda harsh. Same as that the shadow pass looks bizarre bad as does the zdepth pass. THose 2 passes seems to use 1 single sample no matter the samples settings
I don't understand how the T-1000 got into Blender. I wonder if it will work for my low poly game ready assets for renders to show my clients for approval...
make sure you have selected cycle and not eevee and to be minimum in version 2.9 It's also necessary to select an object to have access to the "object properties"
RUSTY exe, my only worry is that it being such a relatively cheap cynosure to the GPU market with high-end specs may ultimately cause an increase in price (and also that maybe it won't work as well as marketed).
It's nice, too bad it increases the shading though. The more it smoothes the shadows, the more the shadows expand all over the model until it's a dark blob. It'd be great if they can fix that. :(
Thank you for the tip and for saving my GPU from 30 subdiv steps
Good tip! I mostly work in low-poly and this feature will definitely save me some headaches in the future!
I wonder why this issue exists with smooth shading - I'm glad there's a solution, but I feel like there's a better one than clipping the shadow point. Hopefully, the Blender devs will figure it out :)
The issue is that smooth shading is a hack in itself. For a flat poligon you interpolate the normals between the vertices of the face to get smoother shading with less poligons. but now the normal deviates from the normal of the real surface. A new shadow ray can now go past the surface (which the shading model should not allow). some render engines "fix" it by hacking the shadow ray distribution to hide this issue, others offset the ray from the surface itself to hopefully not make it intersect as much. There is no way to fix this for a poligonal model without a hacky inaccurate workaround, just hide it as best as possible without deviating too much from the "mathematicaly perfect" solution.
@@gexwing Is there any solution that you think would be a better compromise than this?
this was so helpful man, i had this problem since forever and you finally helped my solving it, thank you so much!
so glad to find this ! there is still this issue in blender 3.3 !
If possible, better option would be copy the object, subd as much as you want and data transfer custom normals (i usually use interpolated), and apply. This is a perfect option in many cases, but since it requires applying the modifier it can be impossible in other cases.
Btw is this shadow terminator setting available for EEVEE as well?
He's using Cycles in the video, no? Or did you mean for EEVEE?
@@vict.683 I'm pretty sure data transfer works in both engines
@@RED-jg6mt Right, but you were asking if the 'Shadow Terminator setting' was available for cycles as well, right?
@@vict.683 oh facts. Yes I meant for EEVEE. thanks
@@RED-jg6mt Yeah, unfortunately it's not available for EEVEE right now.
Was wondering what the shadow terminator was i had heard of it but never knew what it would be able to do. Thanks a lot. And have a great day
you SAVED MY LIFE! Thank YOU!!
I had this today in fairly high poly model even. I went up and down searching for overlapping geometry, checked my normals, nothing. Seems like even when high poly objects have strong curves this stll happens. In flat shading it looks like a line crosses through the middle of a quad.
I'll see if this fixes it, so I can reduce the poly count a bit. Had to add quiet a load of extra geometry just to get rid of thos disturbances on an otherwise good looking face
Edit: In case anyone needs to know: Increasing the size of my light source fixed it
just want to share suggestion to improve this result, u can also use Bevel node in Shader editor, and plug it to Normal, tweak the setting until sharp edge disappear, it can do fake bevel on edge.
I've been wondering why this always happened, thank you soo much (:
Thanks for the video, but how to this in eevee ?
In eevee it's a little bit easier. You can increase a shadow bias but make sure the shadow doesn't looks like it "floating"
thx alot for the info,the bigest problem blender had is now solved
Reset vectors work too i have noticed. Under mesh go to normals and choose reset vectors. Worked for me. But good tip anyway.
I found this setting today by coincidence !!!!! :) cool that you found it as well, yes it does fix this issue with low polys but it is not perfect tho in all cases, for example the blocky shadows issue still exist with this setting set to even the highest on a Cone primitive..but yeah, in general it fixes this issue more or less at the cost of offsetting the shadow position a bit.
over 90% of my models have this problem, thanks
THEY FINALLY FIXED IT!
Thanks for sharing! while my eevee renders also have this problem…is there any proper solutions?
Thanks so much, this was really helpful
I’m having the same type of problem, but with the textures, for some reason the textures look blocky, I’ve tried everything and tried to search up a tutorial on how to fix it, but I can’t find it, I don’t know what the bug is called.
Another proof that blender 2.89 a blender revolution
THANKS DUUUUUDE~!
So, is there any solution for this in eeve?
thanks for the tip!
amazing ty!
Good to know. Thank you
How about Eevee Render? Is there any solution for Eevee Render?
thanks for the tip :3
And averaged vertex normals?
Thank you broooo
You saved me bruh thanks a ton
Thank you!
Thanks man.
I've been suffering from this problem for a year and searching my country's language didn't give me a solution. I am now free from pain.
Thanks man!!!!!
Hi, thanks for tips👌
Can you make a video series creating a simple character in blender 2.9 step by step for beginners as you baker and eat sleep monster characters.
Thanks!
Thank you
Unfortunately doesn't work for physically accurate space scenes. If you want 100% accuracy you still need to crank up the subdivisions ;(
weighted normals are your friend :)
Wow bizarre they didnt have this way before. This terminator effect was always kinda harsh. Same as that the shadow pass looks bizarre bad as does the zdepth pass. THose 2 passes seems to use 1 single sample no matter the samples settings
Yes, finally, tnx
I cant find this option
Oh i found, you need be with cycles, and it is not working for me
I don't understand how the T-1000 got into Blender. I wonder if it will work for my low poly game ready assets for renders to show my clients for approval...
awesome
I cant find this thing in my blender
make sure you have selected cycle and not eevee and to be minimum in version 2.9
It's also necessary to select an object to have access to the "object properties"
Are you getting a Nvidia GeForce 3000s?
Everyone is getting, it's not overpriced
RUSTY exe, my only worry is that it being such a relatively cheap cynosure to the GPU market with high-end specs may ultimately cause an increase in price (and also that maybe it won't work as well as marketed).
That One User I have no doubt here in Europe it will be priced outrageously higher, just due to demand. Happens every gpu release.
@@rustyexe9378 If you're not limited by a mobile computer
When I saw that thumbnail, it just reminded me of fall guys ;)
It's nice, too bad it increases the shading though. The more it smoothes the shadows, the more the shadows expand all over the model until it's a dark blob. It'd be great if they can fix that. :(
am i only one who has no motion blur or shading of object properties ? i am using both 2.9 and the experimental version.
check your render engine, set it to cycles
@@muhammadridhuan261 ah . i was hoping it available for evee as well
hi!!!
Why hello! 🍪
it still doesn't work
Cute
Its Blender 2.90 not 2.9 :P
Lol
One downside this is per object, how about doing 1000s of objects? I guess python and custom sccript comes to the rescue
Sadly, this didn't fix it. Made it worse, in fact. Ugh...Well, Evee is my friend.
THANK YOU