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Compute smooth per-vertex normals for a mesh and attach them. Meshes without normals are shaded flat (per-face) by glTF viewers; this node makes them shade smoothly. With a crease angle below 180, edges sharper than the threshold are kept hard by splitting vertices along them.

Inputs

When crease_angle is 180 or higher, the mesh topology is unchanged. When set below 180, vertices are split along hard edges, which may increase the vertex count.

Outputs

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