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Apply a surface shader that has a normal map to a real-time CSG surface.
We've confirmed that realtime CSG was the problem by exporting the mesh to blender-- Merged close verts and cleared split normal data, then reimporting.
This even happens with the built-in shader with a normal map placed in the normal map slot.
The text was updated successfully, but these errors were encountered:
I wrote a script for my game to delete the NaN faces (they all have an area of 0) https://github.com/XgarhontX/Delete0AreaFaces. It needs to ProBuilderize the RealtimeCSG mesh first, so someone can improve it by making RealtimeCSG do it itself.
Steps to reproduce:
We've confirmed that realtime CSG was the problem by exporting the mesh to blender-- Merged close verts and cleared split normal data, then reimporting.
This even happens with the built-in shader with a normal map placed in the normal map slot.
The text was updated successfully, but these errors were encountered: