Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
13 Jun 22 - 14 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by pajamajama · Feb 07, 2014 at 09:12 PM · shadermeshrenderingproceduralnormals

Seam on Procedural Mesh

At first I thought this was a UV problem. I verified that the UV map is solid. The included image has a material tiling set to 0 and the seam is still present, so that proves it's not a UV problem right?

The seam is on the split vertices of my mesh. I needed it split so I could map the texture all the way around. In other situations I could just hide this seam but I need this object to be rotating in the game.

At this point I think this is a normals problem. My thought is that the normals are no longer being averaged over those split vertices. Any suggestions on how I could fix this seam? I've already tried setting those normals equal. Since it's a cylindrical model, one approach I've tried is setting those normals equal to their opposites on the back, but with a flipped z. Still can't git rid of the damn seam!

I get the same seam with shaders that don't use tangents, so I assume it isn't a tangent problem.

Any help is very much appreciated!

Thank you, Kevin

alt text

untitled 46.jpg (11.1 kB)
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Hoeloe · Feb 08, 2014 at 02:07 PM 0
Share

It does look like a normals issue. Is Unity recalculating the normals for the mesh?

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by weltraumimport · Feb 03 at 11:10 AM

It seems like the normals are off at the seam points because they don't smooth out to each other since they're not connected, so their normal vectors are not being averaged as you'd expect them to, causing these light issues.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Pangamini · Feb 03 at 11:21 AM 0
Share

Yeah. You can either calculate normals yourself, or use the built-in calculate normals method, and then just go over the seams and fix their normals to some sensible value (eg. by averaging the vertices that match each other in the seam)

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

[SOLVED]Procedural generated side by side cubes without 'seams'? 2 Answers

Unity shader vertex displace doesn't work 0 Answers

A mesh behind other meshes appears above depending on viewing distance. 1 Answer

Strange shading on procedural mesh 0 Answers

Unity is welding vertices when I enter Play mode 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges