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Question by jb777 · Jul 22, 2011 at 06:36 PM · shaderrenderingshadersblender

Blender's Set Solid in Unity

I made my mesh in Blender. Im not sure how it works in other 3D apps but Blender has two rendering choices: "set smooth" and "set solid". When I import my mesh I believe Unity's shaders are only set to "Set Smooth". I like the way my mesh looks using "set solid". Is there a way to use "set solid" in Unity?

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avatar image Chris D · Jul 22, 2011 at 06:40 PM 0
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For anyone else not familiar with the features mentioned above:

http://www.blender.org/documentation/htmlI/x2681.html

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Answer by Eric5h5 · Jul 22, 2011 at 06:49 PM

For some meshes you can set the smoothing angle in the mesh import settings. For more complex meshes, use the edge split modifier in Blender to indicate which edges should be hard (select edges and use the "mark sharp" item in the edge specials menu). Alternately, for non-animated meshes, exporting from Blender as .obj honors the smooth/solid faces.

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avatar image jb777 · Jul 22, 2011 at 07:17 PM 0
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The edge split modifier + make sharp seem to be working. Couldn't find the smoothing angle setting in Unity's mesh import settings but I guess its no problem. Thanks for the answer, I was beginning to think hard edges were impossible in Unity. Now I guess I have to do some research to find out how the edge split modifier and make sharp modify the mesh's data. Thanks.

avatar image AnotherYeti · Jul 22, 2011 at 07:37 PM 0
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Also, setting normals in the import settings to "Import" ins$$anonymous$$d of "Calculate" should preserve the normals as they appear in blender.

avatar image Eric5h5 · Jul 22, 2011 at 09:39 PM 0
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@AnotherYeti: no, that will have no effect. You need to split vertices in order to have hard edges.

@jb777: marking an edge as sharp causes the vertices to be split on those edges.

avatar image Blankzz · Jul 23, 2011 at 12:09 AM 0
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@jb777: Each vertex has a normal for each triangle that shares that vertex. When you have a smooth mesh all the normals for that vertex point in the same direction. When you have a hard edged mesh(solid) the normals point in the direction of the triangle that they corresponds to.

The edge split modifier changes the vertex normals based on the angles between triangles that share a particular edge.

That was an over simplified explanation. I'm quite poor at explaining things but I hope it helped. You should probably look into surface, vertex and per pixel normals to get a better understanding.

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