Blender Mesh Problem

The mesh on the bottle shows white lines only in render view

It might be hard to see in the photo, but there are lines perfectly spaced around the entire mesh. They match the color, but are brighter so it vaguely looks striped.

Things I’ve checked/adjusted:

  • Recalculated Outside Normals
  • Manually made seams and UV Unwrapped it
  • Used Shading nodes to have its own custom settings instead of BSDF.

Since I’m a new user, I can’t post my blend file on here. If there’s a third party website I can use I’ll gladly upload it.

Any response is much appreciated.

P.S. If you have any tips to make the “ESD SAFE” stand out less and blend better with the bottle, That’d be tight.

Yeah, I can’t really see what the problem is from the image; it’ll be easier if we had the .blend file.

Any external site is fine, whatever works best for you – I tend to use WeTransfer, but it doesn’t really matter. Just make sure that the file isn’t private, and nobody needs to request access before downloading it (Google Drive has privacy controls, for example)

Or you can spend 10 min on the forum engaging with it – reading threads, commenting, liking artwork, and then your “trust level” will be high enough to post a file up to 5MB (and more than one image as well).

Thanks for the reply. I’ll build my trust level up real quick then I’ll post the blend file for you.

https://drive.google.com/file/d/1Mn22SKONbiwKbZUPwHI0vKKXTxmswO31/view?usp=sharing

This Link should work. Let me know if it doesnt.

P.S. The best way to see it is to render the image. If you have a keen eye you might be able to see it in just the render viewport.

Hm. Well, I don’t see any perfectly spaced white lines. I rendered the file exactly as is (10,000 samples! That’s 23 minutes me and my slowpoke computer won’t get back. :wink: Why?). I don’t see anything more than I saw in your original image.

You don’t mean the slight lengthwise mottling, do you? That’s just your shader, and I presume you wanted it that way since you plugged a Noise texture into the fac of the final Mix Shader.

I do see lighter lines on the text when I go extremely close up, but that’s just highlighting of the remesh blocks.

And I get lines, of course, if I shade the bottle flat. But it was shaded smooth in the file I downloaded.

Does it happen if you change the shader? Does this happen with other models? If you put the shader on a default cube? Maybe that’s just an odd artifact peculiar to your system. We had somebody else recently who had some weird grey lines in the viewport nobody else saw; it can be something your OS and graphics card and Blender all together produce under certain circumstances.

I’ll write a separate comment with some tips for getting the text to behave better.

I appreciate the work you put in! Sorry about making you render for 23 min to not see much.

They don’t appear in any other shaders except for render view, but they’re very faint.
It’s when I start my rendering process. Here’s a screenshot I took where you could see them.

I also have one where I highlighted them too

It just looks like the edges that make up the cylinder on the Z-Axis are oddly more lit then the faces connecting them.

I might just be a obsessing over something very small, but I want to make sure it has no mistakes for my employer.

No worries, I was just joking about the time; I watched a video in the meantime. :wink: Yeah, I maybe, kinda, possibly see something in the new screenshot, but I don’t know whether that’s just suggestion now. The latest render I did was very clean; when zooming in to where I could see the blockiness of the remesh I still saw no lines. Maybe you have better eyes than I or my partner, whom I roped in to look and who also saw no lines.

If the lines seem to coincide with the edges of the bottle cylinder, have you tried giving it more geometry? Like, subdivide it?

Other stuff:

  1. Reduce your render samples for your own sake. You don’t have anything here that even needs close to the default (4096) never mind 10000 samples.

  2. The Bézier circle you use for the deformation of the text isn’t centred on the bottle. Centre it and then scale it so the text goes in evenly; now it stands out more at the edges, and that looks a bit odd.

  3. Remesh in Blocks is… blocky. :wink: I guess you realized the text doesn’t deform well because of its ugly default topology on the front and back faces. I’d do Sharp here, and turn it up quite high – you don’t care about polycount I am guessing since it’s a product render, you just want it smooth. Blender remeshing tools are not the greatest, but I am a relative beginner myself and maybe I just don’t know how to get the most out of them. Probably worth looking at some tutorials.

  4. If you want the transition between text and bottle to be smoother, you need to have a real join between the text and the bottle that you can bevel – you can do that with a boolean union and beveling after, or with a Knife Project of the plain text outlines, extruding the result and then beveling, but either will be more work, and they’re both destructive because you don’t get to change the text live anymore. But I am not sure you need it at the distance you’re doing the render, only if you were to do an extreme closeup of the text.

Speaking of smooth, that bent tube could use a bit more geo in the bend; I can see the polys there.

Looks like your subsurface scale is too high. I lowered the value and the lines dissapear.

This solved the line problem. Thank you so much! I can’t believe such a small edit would have saved me from figuratively pulling all of my hair out lol

Looks like we were all stumped by this lol.

Thanks for the advice on the text. I’m a novice when it comes to editing text and was really gung ho about keeping my text editable just in case my boss wants to make changes.

The only reason my samples are that high is because I saw a Youtube tutorial once when I first started and never changed it.

Thanks for pointing out the top too. I would not have seen it.

Appreciate all the work you put in to help me!

P.S. Also what do you mean by Sharp? Do you have a tutorial I can look at or specific keywords to help me search it up?

The Remesh modifier has several modes: Blocks, Smooth, Sharp, and Voxel. Sharp is the one of those that preserves sharp edges and corners best.

I’m going to move this into the Support section because it might help somebody else if they come across elusive lines.