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Found 2 results

  1. quizcanners

    Single-Face smooth Beveling

    It probably already exists, but I couldn't find any tutorials on Low-Poly Smooth Beveling. In ProCore I found an option to set Smoothing Groups, but it doesn't exactly do what I want. I have a super basic mesh editing in my Playtime Painter Asset, and it has the option to set "Dominant Faces", as I call them. When smooth normal is calculated, they decide which way it goes. I even made a highly technical and professional drawing of what I'm talking about. And the video below shows how it looks. I think Pro Builder should have this. Playtime Painter is Open Source, but can't say that my implementation is the best possible, it just functions https://youtu.be/ARCcJnDx9Uo?t=54s It's a really neat thing, people often want to bevel stuff, I even made a Bevel shader before realized that this method is better in every way. But I think there is another way: when I calculate average smooth normal I tried multiplying a normal provided by each triangle by the area of the triangle. The result is almost identical to what is shown in the video. I'm like 40 percent sure that I'm talking about something that existed always, and people know it, but I just can't find it.
  2. I can't seem to get bevel to work. I'm following this video and here is a gif of me trying. Any help would be appreciated. I'm using unity 5.5.2f1 on windows 10
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