After having a problem with renders using the Set Smooth button and reading the many posts about it on the site, I finally found a specific way to reproduce the results that seem to indicate this is a bug.
First off, although I’d love to upload the blend, I can’t. But the procedure is fairly simple.
Second of all, let’s get the usual suspects out of the way. Recalculating normals, Y, “hidden” faces, etc. are not the problem. I start with 4 vertices, so my mesh is super simple.
Third, the problem seems to be specifically related to duplicated and rotated planar meshes.
Procedure:
Add any mesh and go to edit mode. Create 4 vertexes that create one side of a hexagon. (4 vertexes, 3 edges) Select and delete the original mesh just to get it out of the way. What you have left is one side of a hexagon.
Now, select all and duplicate, then rotate 180 so you have the other half of the hexagon. I did not use mirror rotation or anything fancy, just straight dup and rotate around the cursor.
Extrude hexagon. Enough so you have some faces to look at. These are the ones that will get fubar.
Set Smooth and render. At this point, all looks well.
Now, manually create faces on the side of the hexagon you originally started with. I did this with triangles, quads, border select, bb select, right click, clockwise, counter clockwise and with pink slippers on. How the vertexes are selected does not matter.
Once you’ve manually created faces, render and behold the mess that has become of your mesh using set smooth.
Turn on view normals, flip the ones that are incorrect. Render again, and you still get a blotchy render.
I made this procedure as simple as possible to reproduce these results. I can’t think of any part of the procedure that should cause the problem. This looks like a bug to me. And a pretty important one. Being able to create faces is kind of important.
I would be happy to post the blend file if somebody has a place I can upload it to.
P.S. just for good measure, I did just half the hexagon, without duplicating and rotating and the results are just fine. This is why I think it has to do with duplicatet/rotated planar meshes.
-MJL