Hard UV shells - do you mean assigning different smoothing groups (in max terms) for each shell? Vertices are already separated there GPU-wise so what's the harm in separating smoothing groups too?
@dimwalker , @DustyShinigami : "Hard UV shells - do you mean assigning different smoothing groups (in max terms) for each shell? Vertices are already separated there GPU-wise so what's the harm in separating smoothing groups too?" Of course I won't blame you for asking a question, but this kind of "what's the harm" stance…