No, weighted normals is something different. Just regular smoothing groups(hard/soft edges) So for instance, in Max, there are 2 ways of doing it: 1 - select edges and set them as either hard or soft. 2 - select faces and assign a smoothing group(where smoothing groups change between faces the surface shading is…
Spiffy, Myclay, Xrg - those are brilliant. Sequences like this are invaluable. Someone needs to create a definitive library of how-to's for hard-surface stuff in Blender.
Not yet, it's currently referencing a hard coded blend path + materlal names + world name. I'll need to somehow make that customizeable if I want to release it.
What function is this? Looks like the rounded edge shader in Modo. edit: Also noticing the hard black edge in the smoothed version...doesn't seem right.
A remark on making a selection based on explicitely marked hard edges : as far as I am aware there is no way to do it trough the interface (the "select hard edges" command is not doing what it says, it is really just a filter based on angle). However the bmesh library has it in the form of the "smooth" property. Meaning…
I'll use autosmooth in the future, thanks. I actually tried searching for an islands->hard edge function but I guess I didn't look hard enough. re: the normal map, I'll keep this in mind as well. Admittedly I've never worked with unsynced normals before so it's not something I'd have discovered on my own. How do you deal…
"I hardened that edge because that is where the uv seam is" There is absolutely zero reason to do that. You misunderstood why UVs need to be split at hard edges (to allow for texture padding in places of infinite change of normal directions = hard edges). The other way around (automatically putting hard edges at all the UV…