ATLAS / DESIGN REFERENCE

Reference index / 3D 모델링·기하·UV

Hard Edge / Smooth Shading

하드 엣지·스무스 셰이딩 · dar-6d272b97d9c3

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/

분야 참고문서 · 링크 수록·개별 최신성 미검증

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.

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