Shading

Parameters ("shading.mode", "shading.angle")

Shading controls how vertex and face normals are calculated and applied to the final mesh. Proper shading reduces visible faceting. It enables the use of lower tessellation (quality) of the mesh or path.

Angular threshold used only when mode is “auto” (or when smoothing is computed): edges with dihedral angle less than shading.angle are smoothed; edges with larger angles remain hard. Typical range: 10–60° up to 90°.

User notes:

Example configuration of shading (ONLY GLOBAL):

"intersection": "VERTICAL",
"quality": 15,
"uv": {
	"patchSize": 150,
	"uvOrigin": "ORIGIN",
	"uOffset": 0,
	"vOffset": 0,
	"uvType": "AUTO"
},
"shading": {
	"mode": "AUTO",
	"angle": 35
}

Practical guidance for the example:

Recommended quick checklist:

1. Start with **mode="auto"** and **angle=25-35** for general use.
2. If curved surfaces still show faceting, increase **quality**.
3. For mechanical/sharp geometries use **mode="flat"**.
4. For organic/continuous curvature like a sphere use **mode="smooth"** and moderate-to-high **quality**.

clearpage

Visual examples

[] *Figure a: mode=“auto”, angle=35, quality=15 — lower tessellation, some faceting.*

[] *Figure b: mode=“auto”, angle=35, quality=15 — smoother result.*

*Figure: Shading examples: auto mode at low vs high tessellation.*