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Question by Chimera3D · Jan 20, 2014 at 04:18 AM · angleproceduralsmoothingtangents

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?

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avatar image Chimera3D · Feb 01, 2014 at 10:47 PM 0
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Is there any way to do this, at all?

avatar image TalkingDog · Feb 11, 2014 at 04:30 PM 0
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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.

avatar image Chimera3D · Feb 11, 2014 at 08:55 PM 0
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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.

avatar image TalkingDog · Feb 11, 2014 at 09:15 PM 0
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Yes this is the conclusion I came to as well. You can also manually define $$anonymous$$esh.normals.

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