Shade3D 公式



I’ve noticed that Shade uses custom vertex normals to make Curved Surface Parts look smoother between patch boundaries than they actually are. When converting Curved Surfaces to polygon objects, we see that the surfaces often don’t satisfy G1 continuity. This is usually the fault of the input curves, since they themselves are often not G1 continuous.


Both examples represent the same surface; only the vertex normals change during conversion.

vertex_normals_test-scene.shd (1.1 MB)