This is a bit of a long shot but maybe someone else has seen something similar to this. I’m procedurally generating meshes. Where I butt meshes up to one another I deform the meshes and weld verts. Usually this works fine but sometimes, but not often, I get weird lighting artefacts. This results in a very noticeable and unpleasant seam between adjacent triangles which I know have very similar normals so should be invisible. I’m recalculating all the normals after I’ve finished with the mesh so I don’t understand how they can be wrong. I’m using a bog standard diffuse material and a mix of the normal ambient and directional light. I’ll upload a screenshot later when I get home but if anyone has any thoughts on this I’d be very interested to hear them. Is there anything else, besides the normal, which is used to calculate the lighting?
sounds like you don’t set the normal correctly
That’s what I think too but shouldn’t mesh.RecalculateNormals(); recalculate all the normals in the mesh?
it should
but it will not needfully recalculate them in a “smooth form” (where the vertex normals aren’t equal the triangle normals but are the weighted average of the face normals of all adjacent tris). The lighting seams pretty much point towards it being calculated with “per triangle” normals