I’ve been trying to make a terrain using meshes as tiles as separate objects, but the realtime lighting and specularity doesn’t smooth between the edges of these tiles.
Is this a bug?
A programmer friend told me it should do it if the normals are correct. But as far as I know I’ve never seen anything in 3D perfectly smooth polygons between two separate objects as if they’re a single object.
Can this be fixed or is it just how it is? Who’s right, me or him?
The only way to get smooth shading along your seam, is when each single vertex along the seam has the exact same values for all shading properties as the vertex it is ‘connected’ to on the other tile. This means: identical normal, identical uv, identical vertex colors (if used, of course), etc. Otherwise you get flat sheded hard edges. So, I guess your friend is right.
I’m not a modeler, so I don’t know if or how you can do this in a modeling app. I do know that it would be possible to the smoothing in Unity. It would require writing a fairly complicated script, though (the complication being identifying corresponding vertices, the smoothing should be easy :P).
Yeah that’s the thing, all i’ve done is unweld the vertices and as far as I know they’re simply duplicated, there’s no way I’m able to do anything else to them so they should be the same, so I’m kinda lost and confused about it.
Yep done that too but it didn’t help any. Though when it’s a single mesh that’ split into tiles, switching it on does fix the normals and looks great. But when it’s separate objects as individual tiles, it doesn’t see the others (which is what I’ve only ever seen 3D apps do, but apparently that’s not supposed to be the case lol).