I am rendering out some shots for an animated short I am making and I am stumped. I have no idea how to fix the artifacting problem I am getting. Here’s one of the shots:

notice (especially obvious at the beginning of the animation) the artifacting on the pipes and part of the walls. I have tried recalculating the normals, that has no effect.
Any idea why this is happening and how I can fix it?

Have you looked for duplicate geometry or faces that overlap - basically share the same plane?

that, or enable no v.normal flip

There is no overlapping geometry.

The no v normal flip fixes the problem, but it seems to disable the normal maps and affect the spectral.

Can’t see a thing (because the video is so dark and so small), but do you use Ambient Occlusion? Try Approximate AO.

I render out a seperate AO pass with YAFARAY and composite it, but the render pass without AO (blender Internal renderer) has the artifacts.

Looks like the only option to get rid of the artifacts and try to maintain some of the image quality I started with, is to render it once as it is, and render it a second time with ‘no normal flip’ on and then rotoscope the non-artifacted layer over the other.

That means a lot of extra work, twice the render time and a worse image (if the original didn’t have artifacts). so if anyone has a better idea, it would be much appreciated!

Is Double Sided on or off? That would be tied into No V Normal flip wouldn’t it?

… oh well that is display only. Have a look at this:

Scroll down and read what it says starting here:

However, this can give the appearance of non-shadowed light somehow magically coming from within a confined space. Unless you tell it otherwise,

Se if that helps you maybe sort out what might be going on. Worth a shot.

Problem solved. It looks like that ‘Auto-Smooth’ button does the trick. Also, I discovered that the ‘Edge-Split’ modifier appears to do the same thing that ‘Auto-Smooth’ does.

Thanks a lot for your help everyone!

Good. Glad you got it sorted out.