Funky Shading After Boolean So I just recently started with Blender 2.8. I'm working on a model and had a place where I needed to have a cylinder blend into a curved surface. I use booleans to merge the two meshes, and created a bevel where they intersected. However as you can see, I'm not getting some bizarre shading on the curved surface:



Here is the wireframe:



I do have a Weighted Normal modifier already applied. If I switch to flat shading, the artifacts disappear, however I need the surface to appear smooth. If at all possible I'm trying to avoid adding extra edges and geometry.

Autosmoothing is turned on, and an Edge Split modifier will not work for this application. It's occurring on a curved surface, so setting it to flat shading will also not work.

A sample of the problem area is here:
It looks like it's both a topology and a Weighted Normal modifier problem:


You should avoid tris if they are twisted and stretched, so you should correct your topology with quads.
I don't know a lot about Weighted Normal modifier, here is an explanation by Cgslav on how it works, it looks like it's mainly made for bevel, I'm not sure it's made to fake a smooth shape like yours, rather use Subdivision Surface if you can, or add a bit of geometry?