I’m trying to get my generated mesh plane with PerlinNoise to have hard smoothing.
Recalculating its normals make it look smooth and that’s not what I want to achieve.
I’m inexperienced with generating meshes but I’m guessing that I have to split the UVs at
each triangle to get the hard normals working but I have no idea how to accomplish that.
I tried google but unfortunately found nothing, so any help on the matter is greatly appreciated
Thank you Eric, very nice illustration indeed
Though I don’t know how to go about doing this through code, but I found this very nice guide
on mesh generation in unity, that I hope will teach me a thing or two.