When importing an SVG file or creating text in Blender that is then extruded and given depth under the geometry section of the curve properties, you can achieve great looking 3D text and logos in a very short amount of time. These items can then be textured and materialed in a variety of impressive ways consistent with all other mesh items. However, try to deform these with a simple deform or curve modifier, and you get horrible looking black splotches all over the place. There is absolutely no problem in the view port or during a simple GPU render, but as soon as you do a regular Blender render all is lost. These type of modifiers are crucial in being able to create most modern typographical animations with 3D text. The problem seems to stem from any added ambient occlusion.
Your options? Convert to mesh or completely rebuild the thing line by line. Converting to mesh guarantees a triangulated hell zone with total failure for desert if you’re hoping that converting the tris to quads or using remesh or skinning will save you. In my opinion this is one of the most unfortunate tragedies of Blender. This tiny issue prevents so much commercial potential for many Blender users across the world. Text animation and typography heavily dominate software usage in the commercial 3D world. This makes no sense when it’s clear that the geometry information is there and in tact in the 3D view port. Why hasn’t this received more attention? Will this be broken forever?