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Trouble with Normals


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I have been trying to procedurally build a model using the unity Mesh object. It is slowly coming together, however it looks a bit funny. Here are some pictures...

screenshot90.png

screenshot91.png

The problem I have got is the striping effect from top to bottom along the sides of the part. The texture for the part is just a green to white gradient. I believe that it has somethign to do with the normals, but I can not work out what. I intend to supply my own normals, buy have also tried alloing RecalculateNormals on the Mesh object.

Can anyone suggest what the problem is?

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Perhaps Inverting or Flipping the Normals would help? I think you'd do that in your 3D app.

Well I have tried changing the normals around, and I think I have got them correct. Be aware that there is no "3d app" as I am generating the whole mesh procedurally (ie in code).

Any other suggestions as to what the problem is?

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All in code, eh? Nice work then. As to your comment, I think both apply. I think lighting in the VAB/ SPH is restricted or limited to some extent, relative to the dynamic game state. I do encounter rendering differences between apps (Blender, Unity and KSP). I usually have to tweak my render settings to get what I want.

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