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Question by Molehole · Jul 16, 2015 at 08:26 PM · texturemeshuvnormals

Same material renders differently on a mesh generated from script and normal cubes.

http://gyazo.com/5f2c0f057f9ecea46318336bf8addc1a

I think I have exactly same settings but for some reason the texture is not rendered correctly in the script generated object on the right side. It looks like some issue with Normal texture mapping. What could be wrong with it? Am I using UV mapping or something wrong.

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avatar image zach-r-d · Jul 16, 2015 at 08:28 PM 0
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Is RecalculateNormals() called on the mesh after generating it?

avatar image Molehole · Jul 16, 2015 at 09:12 PM 0
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Nope. That might be it :) Can't try it out just now but thanks

avatar image Molehole · Jul 18, 2015 at 12:26 PM 1
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Yes your answer was correct. If you'd like you can submit your comment as answer and I accept it as correct. Thanks a lot!

avatar image zach-r-d · Jul 18, 2015 at 10:38 PM 0
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Great, thanks!

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Answer by zach-r-d · Jul 18, 2015 at 10:38 PM

Try calling RecalculateNormals() on the mesh after generating it; when the normals on a mesh are not set, they will be pointed in an arbitrary direction or perhaps even zero, which will adversely affect lighting.

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