Blender smoothing normals

Hi, I’ve got this flag poles asset.

After Advanced wind part of the course I’ve tried to paint in Vertex colors in Blender and assing Advanced wind shader in Unity. Here is outcome.

You see borders are disconnected from from the inner part of the fabric.
I can’t get around it. Tried couple different things in Blender. Can anyone tell me if there is a way fix to it?

Are the Border and cloth the same Mesh and material?
The wind material operates independently, so if the mesh isn’t combined, then it will tear.

Additionally, while the highlighted flag appears to have a decent triangle count, the other two have a fairly low triangle count. The lower the count, the higher the likelihood that there will be tearing.

I’m using material from asset pack and changing it’s URP Lit shader to Advanced wind shader created in course.

About the triangle count in one of the flags - that’s my try to test if adding more triangle count helps - but it sadly didn’t.

Mesh is solid - faces are connected togheter.

I’m beggining to think that something is wrong with shader graph.
I tried to apply linear shader (no noise in displacement) and there is no tearing.

I need to investigate more.

Try downloading the course project (via the GitLab repo and seeing how the flag performs using the shader in the course project.

Try recalculating the normals (in Blender).

The way these things work is a long explanation about vertices having only one normal vector and how the 3D application (Blender) does sharp normals vs smooth normals will often produce ‘disconnected meshes’ even though you created a single one. Try the wind shader on a cube, for example, and it will burst into 6 individual planes, even though it’s a single mesh. That’s because in order to show the sharp edges of the cube, each corner has to be made up of 3 different vertices to get the 3 different normals needed, ie. a cube has 24 vertices when you’d expect it to only have 8

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Same resault :frowning: .

Yeah, in the course it happens too. Solution was to create cube in Probuilder and apply Smoothing. I can’t do that wih meshes that are not created in Probuilder.

I did that, and even tried Smoothing normals in Blender. Didn’t work.

I’ve tried the Advanced Wind on cube built in Probuilder, and after Smoothing. Cube got disjointed on the edges :(.

Here is link to cloned repo with cube and flags.

Ok, problem solved! Problem was the UV.

All of the borders are cramped here:

So, all I had to do was to change:

Now it’s working well:

And if I change “Space” to “World” it looks even better.

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