For example I want to delete right side of what mirror modifier does by using “vertexgroup”_R in geometry nodes. But doing this with “delete geometry” node reset all split normals to their default position. How can I avoid it?
Doing all the same manually works perfectly fine. But whatever mesh editing operation is happening in geometry nodes it messes custom normals complettly.
I work for gamedev and custom vertex normals is a holy grail there.
ps. can I transfer normals in the node flow somehow from before delete geometry node to after? But I see no such domain.