Hi RH,
The simple answer is that Polygons are based on Points, and to create those edges, they are calculated between points. These Edges are straight, no exception. This means the polygons are made of straight lines that build a frame.
Each Polygon has a Normal, which indicates a direction, which is often not true, as Polygons with more than three edges can be non-planar.
However, everyone knows that angle in and angle out for reflections are primarily based on these normals but also on the point's normals. See image. (Normals are these little lines in the image.)
Among all these norms is a softness calculated that a round object would have. While there is an option to break that calculation, the transition from a flat to a "round" impression is also based on that calculation. If the flat part has only one long Polygon before the "round" part starts, the softening "bleeds" into the flat part. The solution here is more segments (polygons) for the flat part and handles for critical objects, perhaps individually. Typically, the Phong option "Style" setting can help here.
Manual work is sometimes needed for precision or a smooth transition from a flat to a "rounded" surface.
If you create such an object in metal, the machine will give you that "edge", but if one hand grains sand and polishes the object, the transition will move into the flat part.
Please start the Redshift Renderview and move the time slide, as I have animated the Phong parameter. Compare with Subsurface Division on or off.
CV4_2025_drs_24_TXps_01.c4d
For any other question in the future, please consider that a project file tells me more than images, and please avoid the "request access" option. Thank you.
Cheers