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Question by Affy · Aug 29, 2014 at 05:27 PM · terrainmeshnormalsprocedural mesh

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. alt text

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.

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avatar image AlwaysSunny · Aug 29, 2014 at 08:20 PM 0
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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?

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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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