Reference index / 3D 모델링·기하·UV
Hard Edge / Smooth Shading
Separating or interpolating normals to make boundaries appear sharp or smooth.
Try the example
When to use it
Creating products, booths, environments, characters, and game assets.
Caveats and distinctions
For real-world reproduction, define units, axes, origins, and dimensions first. Display, collision, and manufacturing meshes have different requirements. An original learning example, not a complete engine pipeline.
Implementation and classification
3D·렌더링 / 3D 모델링·기하·UV
Sources and verification status
https://docs.blender.org/manual/en/latest/
Source scope and verification status describe the existing catalog record. Publishing this page does not independently re-verify the latest library version, license, or production behavior.