In the image you can see the bottom of a bottle with a label on it. The label is a seperate mesh… a cilinder with a solidify modifier applied and on the outside of the mesh the image texture of the label.
I have set the object shading to smooth and added a subsurf to the mesh to make it more smooth… but im still getting these banded edge in the render (see image)…Im not sure why this is… Can anybody point me in the right direction?
Note: i though it might because it was overlapping the bottle…so i repositioned it to test it…but this was not the issue…
And how on earth is this node setup supposed to work for roughness? There’s no connection for that color ramp. It’ll always give you one value for everything. And what is the purpose of converting black and white gradient to black and white?
Set face shading to smooth. It looks like you used simple subdivision on a mesh that matches the flat shading in first image, instead of catmull, so it’s not smoothed out, just more edges added.
Thank you for your reply… you are right…that ramp node isnt supposed to be there. Im still learning this stuff som im not very good at it.
regarding the subdivsion… i have checked the mesh… and its set to smooth face shading…and the subsurf is set to catmull (level 3)
When I remove the subsurf however…everything smooths out:
So it appears that the subsurf is causing the problem… Do you know why this would be? Could it be its because the thickness of the mesh is very very thin?
@Splitting_Atoms your cylinder does not have top or bottom so you can remove the crease and it’ll work anyway. You would have to use edge crease if you would have had it filled to prevent subdivision from destroying mesh shape.
One side has face, one side does not.
Adding mean crease on the other end fixes it without artifacts like yours, because you have two edge rings with mean crease there. That’s causing that ‘pixelization’. Additional edge ring would indeed help but I find it strange/bugged that turning off ‘use crease’ in subdivision modifier does not fix this problem.
But anyways additional comment from me:
This can has thickness. Big thickness. I guess you have removed top and bottom and then added solidify and applied that modifier - there’s no need to. If that was glass you could do that, with proper thickness, but we don’t have cans with 2mm thick walls It’s more like 0.2.
Try to model it again (i’ll take you around 15 seconds xP) and this time do not make it solid - you’ll see that even with edge crease and no additional edge loops added it won’t have artifacts.
/edit:
Oh, it is a bottle - I’ve looked on all objects.
Then good, solidify is a good idea - but still, you have used it for the label. We don’t have 2mm thick paper/plastic labels Don’t add thickness for stuff that basicly does not have any thickness like labels do.