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Question by dr-electro · Mar 10, 2012 at 07:46 PM · uv

how to assign uv coords per face?

hi there,

i created a mesh by script where tris/faces share vertices. think of it as a very basic terrain-map. i want to texture each face separately from a texture-atlas ..but because the faces share vertices, i can't "double" assign the correct uv-coords to the corresponding vertex. is it somehow possible to assign uv coords per tri? -i dont want to use another texture/material.

thanks in advance!

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Answer by DaveA · Mar 10, 2012 at 07:51 PM

You have to split the vertices. That is, create duplicates and new triangles for them. The size of the mesh will grow, but it shouldn't hurt performance too much.

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avatar image dr-electro · Mar 10, 2012 at 07:58 PM 0
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yeah! this is how i work around this issue, but then i have to calculate normals by myself, to receive a smooth terrain like shade :(

avatar image Bunny83 · Mar 10, 2012 at 11:54 PM 1
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calculating normals isn't that difficult... You can just use $$anonymous$$esh.RecalculateNormals and then find all shared vertices and for each vertex-group (same position) just add up all normals, normalize it again and assign the new normal to all vertices in the group.

If you created the mesh you don't really have to search for shared vertices since you should know where you placed them ;)

avatar image dr-electro · Mar 11, 2012 at 09:02 AM 0
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i will do that.. thanks for this tip!

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