• softenNormals (angle)


  1. anglefloatFor each vertex, use the average of the adjacent face normals. Edges where face normals meet at an angle greater than or equal as specified are shaded as hard edges. Setting an angle of:Disconnected shapes must be combined and duplicate vertices must be merged in order to compute vertex normals using adjacent face normals.


The softenNormals operation sets the normals of the current shapes’ geometry to the desired mode.


Shaded hemisphere with angle 0 (hard normals).Shaded hemisphere with angle 0; hard
Shaded hemisphere with angle 30 (auto normals).Shaded hemisphere with angle 30; auto
Shaded hemisphere with angle 180 (soft normals).Shaded hemisphere with angle 0; soft

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