Shading artifacts around beveled corners

Hi everyone,

I’m getting wavy shading artifacts on beveled hard-surface edges after adding Subdivision Surface

Current setup: Bevel modifier => Subdivision Surface => Weighted Normal. The mesh is mostly quads, but there are a few triangles near the corners

Is this caused by bad topology, wrong modifier order, or normals?

What’s the proper way to clean this up?

If they are in that order, I would suspect pinching is happening during the subdivision process because of the way the topology is arranged.

You can test the weighted normals pretty easily by disabling its visibility. I don’t expect it to be the cause, as it usually has little effect after subdivision, subdivided meshes tend to be dense enough to have nice shading on their own without weighted normals.

An image would help if you can post one.

Do your artifacts look like this?

If you turn off optimal display in the subdivision surface modifier and switch to wireframe, you will see this.

The bevel modifier does not create proper support loops for inside corners but you can sort of mitigate it by changing the outer miter to Arc in the bevel modifier and then turning the faces of the inside corners into triangles like so, see how it affects the wireframe:

Thanks a lot!:folded_hands: