Hard smoothing on mesh plane

Hello!

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 :slight_smile:

Thank you!

You need separate vertices for each quad. So instead of this:

+--+--+
| /| /|
+--+--+

You need this:

+--++--+
| /|| /|
+--++--+

Although the middle vertices in that amazingly awesome ASCII illustration above will actually be on top of each other.

–Eric

Thank you Eric, very nice illustration indeed :wink:
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.

Modelling by numbers Part One A