Mesh Tool - A Mesh Editor

Each Static Mesh face has a SmoothingMask flag (Smoothing Group), which can has value from 0 - 31.

The way normals get computed is that, if two faces having same SmoothingMask value (excpet 0) will have smooth shading (normal blended); if they having different SmoothigMask value, they will have facet shading (unique normal).

The SmoothingMask is stored as an uint32 flag which can store total 32 flags, that’s why there can be 32 smoothing groups.

Since SmoothingMask info is stored inside StaticMesh for each face, there’s no way to remove a smoothing group, but you can always assign it to 0 as default value.

SmoothingMask value 0 has special meaning in normal computation, faces with 0 SmoothingMask will always be considered as in different smoothing group, so always have facet shading.

To display smoothing group of faces, select faces first, check “Display Selected Face Info” on in Display category:

27982917-e7d11796-63e2-11e7-9651-46686b6ba46c.png

Then you can see Face Index [F], Smoothing Group [S] and Material Index [M] of selected faces.

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Assigning smoothing group to faces while been flexible but can be tedious, so in next update, I plan to add Auto Smooth option to compute normal base on Hard Edge Angle.

Those are WIP features which are disabled in distributed build. You can enable them by update “MeshTool.h” to change


#define MESHTOOL_WIP 0

to


#define MESHTOOL_WIP 1

But it’s not recommended to use any WIP features in production as those features might not even working or simply experiements I used to test out ideas.