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Procedural mesh artifacts.
I have written my own terrain generation and when I generate terrains, I get these patches of dark areas occurring whenever there is a "hard" edge.
Like this:
There is a group of 9 quads which are less lit than the others.
I create the verts, triangles and UV's, then I call RecalculateNormals().
I can confirm the following:
There are no duplicate vertices.
What am I missing? Thanks in advance.
Can you describe what you mean by a "hard edge"? Are these 9 quads an individual object? What other possible differences might exist where these artifacts are present?
Answer by flaviusxvii · Aug 29, 2014 at 10:07 PM
It sort of looks to me like the triangles aren't sharing normals at the vertexes. Have them share normals where you expect the faces to look smooth.
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