Question by
RandomFish · Jan 08, 2018 at 07:31 PM ·
meshcustomuv mappingshadinguv coordinates
(Custom Mesh) getting a smooth edge between faces that's using different uv cordianates
Looking at this example, would it be possible to create a mesh with a smooth shaded edge between the red and blue faces (that is using the texture in the example)?
Of course, the texture could just be changed to make more sense for the mesh, however, this is used to illustrate the issue I'm having with a more complex mesh.
Also, I have thought about the idea of reading the pixels of the texture and generating a new one with the uv coordinates fixed for the mesh. However, I'm currently generating a mesh with over 4200 triangles and the texture is more detailed, so I don't see how that could work without generating an extremely large texture.
geometry-issue.png
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