Eevee Shaders acting strange

Hello,

I have just started using blender and I would like some help on a pressing matter.

When I shade these parts with metallic textures, looking at the render, it looks like this.

I have no idea why, I have tried almost everything, and this still shows up.

Any help would be appreciated, thank you.

Can use show us your settings for eevee, the light(s) you’re using and the shader?

Hello





image

I am using the default settings on Eevee, using 2 area lights are an area of 104m and have 1 MW of power, and using these shaders.

I also found out this problem doesn’t appear when using Cycles, so I’ll just use Eevee to plan out the shot then render with Cycles, but still, it got me worried

The scale is pretty big. Try playing with the shadow settings in eevee, switch on high bitdepth, soft shadows, change method to vsm and maybe increase the cube size.

Playing with your area light softness can also help.

It’s just a guess but I think these artifacts are due to the large scale, it can be avoided by going 10 or 100 times smaller.

Alright, I’ll scale it down, and see if that helps. I’ll keep you updated.

Thanks

So, update, you were right, it was the enormous size of them that was the issue, I scaled everything down, and it seems to have solved it.

Although now, the Earth seems to be having the same problem

image
image

I’ll try to see if I can fix it by reshading it in that size, but if you know an easier way, I’d greatly appreciate it.

If you mean the banding issue you’d probably need to up the viewport samples in eevee. Also, make sure to always apply the scale, just to be on the safe side.

I mean like this

The shadows appear jagged, even when softening the lights

In the eevee shadow settings you can up the cube size, switch on soft shadows and high bitdepth. You’d control the sharpness of the shadows with the size of your area light.

Also, regarding that n-gon on the subdivided sphere - a cleaner way to do it is subdividing a cube, go into edit mode and with all the faces selected search for “to sphere”. You’d get a much nicer shading.

Thanks

And do you know anything to get rid of these seams?

Hard to say, if the texture ends exactly at the UV seams you’d probably want to extrapolate it. Or just fill out the negative space with the same blue color as the ocean. Depends on what you’re using for texturing, mari has a semi good healing brush for seam removal.

A somewhat hackier solution would be moving the UV’s on those seams inward by 1-2 pixels, I don’t think anyone would notice.

Use an icosphere.

I’ll try those out tomorrow, but either way, thanks so much for your help

sure thing :slight_smile: let us know how it goes

Can’t remember if supported by Eevee, but Toon shaders allow some control over the terminator, such as pulling them back a little to hide the problem.

It’s good now, thanks so much for your help