Smooth Edge¶
Geometry → Smooth Edge
The opposite intent to Edge Wear, from the same strip: a normal map laid along a hard edge so it catches light like a rounded one, without spending a single extra triangle on an actual bevel.
This is the cheap way to soften an edge in a game asset. A real bevel costs geometry on every instance; a normal-mapped strip costs one decal and reads correctly from any normal viewing distance.
Making one¶
- Select the object, enter Edit Mode, edge select, pick the edges.
- Press Create Smooth Edge.
The tool panel has nothing else in it, on purpose. It builds the strip that the Geometry section above it describes, and puts a normal map on it instead of a damage texture — drawing that shape again here is exactly the duplication that was reported.
Selected Edge¶
Same rows as Edge Wear: Width, Surface Offset, Merge Distance, Flip Direction, the two fades, Position and Bevel. All live.
The one thing worth setting differently is Width: the strip has to be narrow enough to read as the highlight along an edge rather than as a band painted near it.
Smooth Edge and Bevel together¶
Both do the same job by different means, and they are not exclusive:
- Bevel Mesh rounds the source corner for real, with a modifier
- Smooth Edge fakes the rounding with a normal map
Use the strip alone where the silhouette does not matter — a wall corner seen face-on. Add a small real bevel where the edge is against the sky or the camera gets close, since no normal map fixes a silhouette.
What it builds¶
- the same strip Edge Wear builds
UVMap 0andColor 1- a
seto_smoothedgematerial ondecal_normal_only.sps - filed into the
smooth_edgecollection, or the source's Drawable collection