Hi folks. Ever since I started using Blender I’ve noticed that, when smooth shading is on, there’s a strange difference between the the way a shape looks depending on whether or not it’s made from one or more meshes. I made an example file to show what I’m taking about: unseamly.blend (579 KB)
The following imge shows two versions of one basic shape (a UV Sphere (24,12). The first is the plain, unaltered shere with a simple material applied, the second version is the same shape with the same material, but the only difference is that it has had the upper verts/faces separated into another mesh (but it has not been moved or altered in any other way. As you can see, the line where the edges of the two mashes meet can be seen very easily. I’ve been trying to get the two-mesh version to look how I’d expect it to look (identical to the single mesh version) but I’ve been unsuccessful so far. I assume it’s because the smooth-shading function would require the missing geometry to provide the information required, but I couldn’t figure out a way around that. I tried marking the edges as sharp, but that didn’t seem to help, and I also tried applying a transparrent shader to the extraneous faces, instead of deleting them, but that just mage it look like a ghost sprite on an old NES or Mega Drive game.
Can anyone help me out with this, please?