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Question by mudlee · Feb 01, 2017 at 06:58 PM · meshnormals

Flat shaded mesh, strange triangle colors

Hi guys. I wrote a script, which manually generates a mesh using perlin noise, and then I use flat shading technique, where I make all vertices unique. I triple checked how I create uvs, triangles and vertices and assign white color to all of them. After mesh is created, I call mesh.RecalculateNormals();

The problem can be observed on the video below. Rotating the directional light causes smooth color change, that's OK, that's what I would expect, but when rotation reaches some value, some of the triangles go immediately to black without any colortransition. What can be the problem? Or is that normal?

Video: https://vimeo.com/202081717

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Answer by mudlee · Feb 15, 2017 at 06:15 PM

Fixed as set the Material's shader to Legacy/Diffuce Fast from Vertex Color

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Answer by Vexer · Feb 12, 2018 at 07:45 PM

Hey Could you please send me your code i've been trying to make a script that would generate a map using perlin noise but it keeps being smooth instead of being lowpoly like yours :( can you please send me your scripts or full project i would really appreciate that ;)

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avatar image mudlee · Feb 12, 2018 at 07:58 PM 0
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https://bitbucket.org/mudlee/intermetto

avatar image Vexer mudlee · Feb 12, 2018 at 08:22 PM 0
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O$$anonymous$$G thank you so much i want to literally kiss you rn i've been trying to make this for sooo long!!!

avatar image Vexer mudlee · Feb 13, 2018 at 12:42 PM 0
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Is there any easy way to remove the lower parts in the noise that create the dips in the map for the water?

avatar image mudlee Vexer · Feb 13, 2018 at 12:57 PM 0
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I dont know. It was just an experiment, I played with the settings and check what changes. Also, I stopped developing in Unity, I started to use OpenGL with LWJGL, so this project is completely stopped for now. Check this guy though: https://www.youtube.com/user/Cercopithecan he is an expert creating terrain.

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