I have created a simple mesh that I would like to array. However, when I use an array there is visible distortion in the shading where the array meets (highlighted in red here, I’m viewing it using the metal carpaint matcap, but it shows up on other glossy matcaps, too):
In Object Data / Normals, set Auto smooth to 22 instead of the default. Play with that as it might affect the smoothness of other parts.
Alternatively, you could put a holding line at the top. Basically, the problem is the differently angled connecting segments at the that top edge where it starts to turn down.
You are developing a very good diagnostic process.
Add the problematic edge of the original object to a vertex group (only those vertices on the curvature, not those towards the insets, so only 4 vertices added to the group:
Hi @LordoftheFleas, thanks for going to all that trouble. I really appreciate it! I haven’t tried this method before, but I will take a look at it tomorrow and report back. Thank you again!
Hi @g60. Thanks for replying. I will try this! But can I ask what is a holding line exactly? I’ve searched the term but it’s not really clear to me. Thanks.
A holding line or edge is a common solution. Adjust your object so the lighting shows the problem,
Add a single single edge loop (ctrl-R) along that set of faces and slide it toward the problem edge. This was done with the default 30-degree smoothing,
And, yeah, holding edge is more correct than holding line.
@LordoftheFleas Thanks for this – I’ve learned something. I’ve used normal data transfer for “sticking” two meshes together but not for this application of smoothing. Nice.
Hi @LordoftheFleas, thank you once again for your help! I attempted to follow the process you gave me, it worked mostly, but I ended up with a couple of issues (sorry, this is a totally new method to me).
I have abrupt shading at the edges of the duplicated mesh:
@LordoftheFleas Oops. I see now, I didn’t realise I had to hit “Assign” once I created the group . It seems perfect now, thank you so much, this is sorcery!
I had the same issue. When your model has surfaces consisting of faces that are not co-planar, you need to separate the surfaces by selection in Edit Mode with P and smooth shade them as separate objects. Then leave all co-planar faces shaded flat as they don’t need smoothing. The topology is quads so Smooth Shading tool should work fine. And, having smoothed, you may also use CTRL+J to combine all the parts to move them around as one object.