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How to : Convert from flat-shaded to smooth-shaded


guanglei
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So I loaded a STL model using STLFileLoader in to scene. The model seems flat-shaded, and I want it to be smooth-shaded.

I know I can call `Mesh#convertToFlatShadedMesh()` to convert a mesh from smooth-shaded to flat-shaded, but what I want is the opposite method. Is there any solutions?

Thanks for helping ...

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5 minutes ago, Rodrix3 said:

Did you apply lights to  our scene? What material are you using?

Yes, I apply `DirectionalLight` and use `PBRMetallicRoughnessMaterial`. Actually my code is like:

    var scene = new BABYLON.Scene(engine);

    var camera = new BABYLON.ArcRotateCamera("Camera", Math.PI / 2, Math.PI / 2, 2, BABYLON.Vector3.Zero(), scene);
    camera.attachControl(canvas, true);
    camera.radius = 80;

    var light = new BABYLON.DirectionalLight("light", new BABYLON.Vector3(0, 0, -20), scene);

    var pbr = new BABYLON.PBRMetallicRoughnessMaterial("pbr", scene);

    pbr.baseColor = new BABYLON.Color3(1.000, 0.766, 0.336);
    pbr.metallic = 1.0;
    pbr.roughness = 0.2;

    pbr.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("/assets/textures/environment.dds", scene);

    var pbr2 = new BABYLON.PBRMetallicRoughnessMaterial("pbr2", scene);
    pbr2.baseColor = new BABYLON.Color3(1.000, 1.000, 1.000);
    pbr2.metallic = 1.0;
    pbr2.roughness = 0.2;
    pbr2.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("/assets/textures/environment.dds", scene);
    

    const importMesh = function (name, callback) {
        BABYLON.SceneLoader.ImportMesh(
            name, '/assets/stl/', name + '.stl', scene,
            function (meshes) {

                const m = meshes[0];

                m.position.y = 20;

                m.rotation.y = Math.PI;
                m.rotation.x = -Math.PI/2;

                callback(m);
            }
        );
    }

    importMesh('something', function (m) {
        m.material = pbr;
    });

Thanks

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1 minute ago, Rodrix3 said:

Your problem is "smoothing groups".
On 3ds Studio Max apply "Smooth modifier" or "HSDS" and export again.

This should solve it, I am quite sure.

So the only way is exporting the model again in modeling applications, there's no solution inside babylon itself, is it right?

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