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    About Face and Vertex Normals

    When talking about meshes in Pixyz (be it mesh generation using Tessellation, or mesh optimization with Decimation for example), it is important to understand how a mesh is built.

    Basically, a mesh is made of a collection of polygons (triangles, quadrangles, n-gons…), delimited by edges and vertices.

    A closed polygon defines a face, which can be facing in one direction or the other. The face normal defines its direction.

    A closed polygon has vertices at each corner, and each vertex has its own normal. The vertex normal defines how virtual light will bounce off the mesh, defining a smoothing for the underlying mesh.

    The normals of the vertices are attributes of the mesh.

    Additionally to normals, a mesh can have other attributes like UVs, tangents, binormals, etc. that define how it will behave when rendered in a 3D application.

    Please have a look the following pages to learn more about meshes and meshes attributes

    • The Anatomy of a Mesh page in Unity documentation
    • The section Introduction to normal maps in Unity documentation
    • Polygon Mesh article on Wikipedia
    Pixyz Studio 2024.1.0.44 based on SDK 2024.3.0.14
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