Show3D
  • Community
  • Pricing
Create

Learn

  • Learn overview
  • Documentation
    • Get started
    • Create with AI
    • Model & sculpt
      • Sculpt a surface
      • Modeling exercises
    • Materials & textures
    • Animation
    • Rendering
    • Save & export

    In this topic

    • Bridge loops
    • Fill a boundary
    • Delete mesh elements
    • Dissolve an edge
    • Merge vertices
    • Merge by distance
    • Separate geometry
    • Slide an edge
    • Slide a vertex
    • Recalculate normals
    • Mark sharp edges
    • Smooth shading
  • Tutorials & courses

Show3D

  • Community
  • Pricing

Learn

  • Learn overview
  • Documentation
  • Tutorials & courses

Social

  • YouTube (opens in a new tab)
  • X (Twitter) (opens in a new tab)

Copyright © 2023 - 2026 Show3D Technology Limited. All rights reserved.

  • Terms of use
  • Privacy policy
Modeling tools
  1. Learn
  2. Documentation
  3. Modeling tools
  4. Mark sharp edges

Mark sharp edges

Mark or clear sharp edges to control shading boundaries without moving vertices.

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.

  1. Select the edges along the rim, seam, or corner that should read as a hard boundary.
  2. Open the edge context menu and choose Mark Sharp.
  3. Inspect the surface under smooth shading. Choose Clear Sharp on the same edges if the split is too strong.

Controls and choices

ControlsWhat changes
Mark SharpStores a hard boundary on the selected edges. It does not create a bevel or add support loops.
Clear SharpAllows smoothing across those edges again, subject to the surrounding face and material behavior.
Flat surfacesA sharp mark can be hard to distinguish when all faces are already shaded flat. Inspect the intended smooth-shaded result.

Try it in your scene

Mark an edge sharp on a smoothly shaded mesh, then inspect the lighting across that edge.

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.

Related operations

Smooth shadingBevelRecalculate normals

Practice in Show3D

Open the editor and follow the steps with your own scene.
Open Show3DBrowse documentation

On this page

Before you startUse the operationControls and choicesTry it in your sceneCheck the resultRelated operations