I am working on a project that involves a MeshPhong material on a BufferGeometry created using THREE.VertexColors. For some reason I get mesh surface that is not smooth with triangles showing irregular lighting. I checked the normals in the process for creating the mesh and they seem to be fine. Any reason for this occurrence ?
Try using BufferGeometry.computeVertexNormals. The normals may be fine - but they also have to be averaged, otherwise faces are rendered with quite flat shading.
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Here is the result of using .computeVertexNormals(). The triangle issue is fixed but it creates a new one! A very pronounced set of longitudinal lines along the geometry.
@prisoner849 @Mugen87 @GlifTek Any idea on how this might be fixed ?
Would be cool to see how itβs created.
Perhaps try BufferGeometryUtils.mergeVertices( geometry )
before computing vertex normals. A demo would help as we are just guessing here.
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