The Material editor allows us to change normals; however this modification goes on top of existing vertex normals.
Does anyone know how to flatten the normals per face? The resulting look would be that of imported geometry with 1 unique smooth group per face.
Yes, the brute force solution is doing this on geo level in 3d package. This is not what I am looking for. I am looking for a material math that would take any geometry and output flat version; or a way to access the geometry normals to achieve the same result by feeding the negative into Normal channel.
I also understand I can take the Vertex Normal in WS; but again, this does not tell me much about the normal of the faces it belongs to.