Mark sharp edges
Mark edges that should preserve a hard shading boundary. This changes edge attributes, not the silhouette or topology.
Before you start
Use Edge Select in Mesh Edit Mode. Sharp marks define shading boundaries without cutting the mesh apart.
Use the operation
Keep a deliberate hard shading break along selected edges.
- Select the edges along the rim, seam, or corner that should read as a hard boundary.
- Open the edge context menu and choose Mark Sharp.
- Inspect the surface under smooth shading. Choose Clear Sharp on the same edges if the split is too strong.
Controls and choices
| Controls | What changes |
|---|---|
| Mark Sharp | Stores a hard boundary on the selected edges. It does not create a bevel or add support loops. |
| Clear Sharp | Allows smoothing across those edges again, subject to the surrounding face and material behavior. |
| Flat surfaces | A sharp mark can be hard to distinguish when all faces are already shaded flat. Inspect the intended smooth-shaded result. |
See what changes
Before
An unmarked edge boundary
After
A marked shading boundary
Check the result
The marked boundary should be crisp while adjacent curved areas remain smooth. Use Bevel when the silhouette needs a real rounded edge.
Practice in Show3D
Open the editor and follow the steps with your own scene.

