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Take a look at this weird shading. It happens to be when two faces touches, especially when one of them is transparent. I know I could just increase the spacing between the faces but this would take lot of time since I have already created a few more of them. Is there a potential other solution to it than that?
A common method is to have the geometries overlap and then use the dielectric priority control (only available in the render environment) to give one of the objects a higher precedence. But that does indeed require altering the geometry.
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