Snouto Posted June 25, 2018 Share Posted June 25, 2018 Yo 3D dudes and dudettes I've just updated the Blender exporter and BJS to the latest versions as I was using some fairly old code. One of the first things I noticed was that my .babylon file has gone from 2.1mb down to 600kb, which is awesome, so bravo to you guys for that excellent piece of optimisation. I also noticed through first observing and then from looking about the internets that the export option to make everything Flat has vanished. I confirmed this from a post by @JCPalmer here For my project I still wish to maintain that flat look, so I understand one way to do this is via BJS code using Mesh.convertToFlatShadedMesh() I just wanted to ask if this is indeed the correct approach to reproduce the flat shading appearance from Blender? It does work for me (albeit I have to ensure the meshes I'm iterating through after load support mesh.subMeshes, otherwise a JS error is thrown) but I'm not sure this is the most optimal way. I did try adjusting the angle of the split edged modifier in Blender but that didn't appear to make the slightest bit of difference once I exported to BJS. If I stick with convertToFlatShadedMesh() when loading my scenes and objects am I incurring an additional performance hit over the old exporter approach of "Flat shade entire scene", or are these two things essentially the same outcome just with the processing occurring in different places? If the latter, how might I take care of that processing at the model level rather than the client browser? Cheers and keep up the excellent work! Quote Link to comment Share on other sites More sharing options...
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