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Question by NeverEndingPrjct · Aug 27, 2014 at 12:33 PM · c#mesh

calculate normals

How do I calculate normals? normals must indeed at a 90 ° angle to the surface are ... how do I calculate that at a mesh?

I cant use RecalculateNormals becase t$$anonymous$$s smooths my mesh

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Answer by Xyotic · Aug 27, 2014 at 12:56 PM

you need to set the normal for each vertex. Just use an array for your normals. Like so:

normals [yourVertices] = Vector3.up;

Vector3.up should mean a 90° angle. (correct me if I'm wrong) After you've set your normals in the array just use:

mesh.normals = normals;

(sry my english isn't the best but I hope it helps. ^^' )

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avatar image NeverEndingPrjct · Aug 27, 2014 at 05:30 PM 0
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there an problem ... dat onyl works for an plan.. but my mesh isnt only an plane so how to calculate for a skew vertecie/face

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Answer by _dns_ · Aug 27, 2014 at 06:39 PM

Hi, meshes have the same amount of normals than vertices so if you want to have different normals for 2 faces that share 1 or more vertices: you have to duplicate vertices (and then normals).

When it's done, I guess that Unity's RecalculateNormals will compute a normal for the face and not an average of all the faces that share the same vertex.

If not: you can use the cross product of 2 vectors from each triangle to compute the normal. If the triangle is ABC, a cross product between AB and AC will give you a vector to normalize to create a normal (maybe you'll need to negate the normal to point "outside" or "inside" the mesh, as you need)

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