In this video i show how you can fix the normals of separated faces in Blender using its Data Transfer modifier. You may be wondering how this can be useful, and the answer is quite simple. Suppose you want to make an animation of an orange being peeled, so the peel of this orange needs to be "cut" in some way beforehand. If the orange has smooth shading applied then you will have problems with visible seams. The same goes for the example I showed in the video, where you need to separate a large terrain mesh into various objects to save rendering and processing time in games. I hope this information is helpful to someone as it was helpful to me this morning. If you are interested, the material used in the video is available for purchase here: https://blendermarket.com/products/landscape-texturizer
In this video i show how you can fix the normals of separated faces in Blender using its Data Transfer modifier. You may be wondering how this can be useful, and the answer is quite simple. Suppose you want to make an animation of an orange being peeled, so the peel of this orange needs to be "cut" in some way beforehand. If the orange has smooth shading applied then you will have problems with visible seams. The same goes for the example I showed in the video, where you need to separate a large terrain mesh into various objects to save rendering and processing time in games. I hope this information is helpful to someone as it was helpful to me this morning. If you are interested, the material used in the video is available for purchase here: https://blendermarket.com/products/landscape-texturizer