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Tangent Smoothing Angle on Procedural Mesh
What I have right now is a simple procedurally generated cube mesh that is 'spherized' - essentially turned into a quad-sphere but it isn't smooth, if I imported a cube from blender and ran it through the same operations to 'spherize' it and set the tangent smoothing angle to say '60' then it would look smooth. How can I achieve these same effects for my procedurally generated mesh?
I would also like to know this. From what I can gather there is no way to do this.
http://forum.unity3d.com/threads/56375-Smoothing-angle-on-a-dynamically-generated-mesh
I will post more if I find it.
What I found is that as long as a mesh doesn't have duplicated vertices, whenever $$anonymous$$esh.RecalculateNormals() is used, the normals are calculated so that the mesh appears smooth.
Yes this is the conclusion I came to as well. You can also manually define $$anonymous$$esh.normals.
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