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Angular shadows
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System Information
Operating system: Windows-10-10.0.17763 64 Bits
Graphics card: GeForce GTX 750 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 430.86

Blender Version
Broken: version: 2.80 (sub 74), branch: master, commit date: 2019-07-11 13:50, hash: rB06312c6d2db8
Worked: (optional)

Short description of error
The latest version has angular shadows that were not there before.

Exact steps for others to reproduce the error
Add object and hdri:)
[Based on the default startup or an attached .blend file (as simple as possible)]



Event Timeline

Jeroen Bakker (jbakker) claimed this task.EditedJul 19 2019, 8:43 AM
Jeroen Bakker (jbakker) lowered the priority of this task from Needs Triage by Developer to Confirmed, Medium.

I am able to reproduce it. For now Medium priority, but might become High depends on the cause.
Please find attach the simple blend file that demonstrates this. (not using HDRI, but a Point light.)

Problem repeated. Regardless of the render (CPU or GPU)

Jeroen Bakker (jbakker) lowered the priority of this task from Confirmed, Medium to Needs Information from User.Jul 19 2019, 9:00 AM

@Victor (Fortis), can you confirm that when you load factory setting the issue is gone? Seems like there was a change in the defaults.
After I reset the factory settings and create the scene from scratch I am not able to reproduce it.

After loading the factory settings, the problem remains.

I see you are using a blender build that is one week old. Can you retest this with the latest version. Issue could be in your version, but have already been fixed.

  1. download and install latest version from
  2. start blender and reset factory settings
  3. create a scene from scratch (earlier created files could have this issue stored inside the files)
  4. check if problem still exist.


Unfortunately, the problem remained.

Isn't that the same old problem of low poly self-shadowing in Cycles? T37814

Indeed, you need to use more subdivisions, this is not considered a bug for now.

It is very sad, it is not always possible to use high-poly geometry.