Correct Normals

Hi every one!

I am trying to smooth the edges of the various cubes generated procedurally by manipulating its normals and I’m getting a strange effect that I wasn’t expecting but that maybe someone knows how to guide me in the right direction:

This is the object without normal manipulation (note that this cube is made of 6 meshes)

Then i align every normal in shared vertices

My cube got darker areas, but the edges disappeared as expected.

But the this happen, I rotate the camera around my object and its surface appears to be fluid, creating distortions that move as the camera moves…

someone can explain to me why it gets so dark and why the distortion?

Unless you subdivide your geometry, using shared normals on a cube corner basically turns the entire normal visual surface into a sphere, which is almost never what you actually want.

In the images above, as the edge is rendered from corner to corner, the normal is slowly changed from pointing outwards 45 degrees at one corner to pointing outwards at the other corner.

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Thank you. I have to do things a litle different