Normal artifacts when at a 90 degree angle, but not otherwise? (Pictures included)

As the title states I’m having a really strange issue with my mesh normals. At any other view or angle other than a 90 degree orthographic “back” view it appears flawless. However when presented at such an angle it reveals triangular artifacting. This is not visible in Cycles as seen in the screenshot.

Cycles/Eevee

High poly when viewed in Eevee at a slightly less than 90 degree angle. As you can see the artifacts vanish.

I’ve played around with smoothing groups, auto smooth, weighted normals, with/without custom sharps, etc, but the issues still arise. Any ideas?

drop the .blend here, hard to tell without it

Additional images, I should mention that this model was ported from Fusion 360 as I’ve lately been getting into nurbs modeling. I know that the sharp edges it’s marked look oddly placed, but as I’ve stated earlier, the artifacts don’t appear unless you’re at a 90 degree angle from the “back” view. It’s not even concentric to the light intensity. The “front” will look correct under any lighting and the back will look odd no matter the lighting. This is not an issue with the geometry however as if the model is rotated 180 degrees then the issues as shown on the opposite side whilst disspearing from the one which was previously considered at the “back”.

(Slightly less than 90 degrees view compared to a perfect 90 degree back view)

Update: Even stranger is that the visual artifacts appear to dissappear when I exit and re-enter orthographic mode. This makes me believe that the re-entry is either slightly shifting the angle or that this is a bug with 2.9. Maybe I’ll install 3.0 later and see if the issue presists.

Update: No success in 3.0.

Is it a simple texture or a complex shader on it? I am asking cause you said its possible to get the other side go wrong if you rotate the model. Maybe a part of its calculation is not continuous.

Why are some parts sharp and some parts not generally speaking it’s never a good idea to have so many long thin triangles so compacted like that you are just asking for problems.

You might be able to use a weighted normal modifier to try fix it.

The artifacts appear with and without a texture applied. The shades which are applied are relatively simple and procedural.

Ok. If no normal dependent calculations are done in it, then it should not be the cause. Can you share a blendfile, perhaps with a stripped down version demoing the problem?

This is only shown in the view? Not the render? Then it might be simply some view clipping issue? So nothing to bother if it not apears in the render.

Here’s an obj of just the head. It’s exported from Fusion 360, which usually works fine. But I think I may have pushed it a bit far this time. Anyways, just put a glossy texture on it and you’ll see the issue for yourself. I’ve played around with all the normal options at my disposal, but maybe you’ll see something which I’m not.

https://easyupload.io/jfn7po

Open Operator Search and type “clear custom split normals”. Run that, it will remove it.

Sorry, doesn’t solve it. Like I said any of the conventional solutions such as weighted normals, clearing normal data, auto smooth, recalculating normals, etc has failed to resolve the issue.

Wow but it did help here. Let me doublecheck…

Try selecting all the faces around the hole, press ALT+N and select “reset normals” see if that fixes it

Combining this with a weighted normal does help significantly, but still produces several noticeable artifacts.

Well it definitely works on the obj you shared. Try reimporting your shared obj file and try clear custom split normals on it.

And take care that you turned off autosmooth

Could you share a screenshot of your results from the “back” orthographic view with a low roughness metallic texture? Even after re-importation and re-clearing the custom split normals the issues are still visible for me.