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@@ -2238,7 +2238,7 @@ If ``true``, the object is rendered at the same size regardless of distance.
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If ``true``, enables the vertex grow setting. This can be used to create mesh-based outlines using a second material pass and its :ref:`cull_mode<class_BaseMaterial3D_property_cull_mode>` set to :ref:`CULL_FRONT<class_BaseMaterial3D_constant_CULL_FRONT>`. See also :ref:`grow_amount<class_BaseMaterial3D_property_grow_amount>`.
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\ **Note:** Vertex growth cannot create new vertices, which means that visible gaps may occur in sharp corners. This can be alleviated by designing the mesh to use smooth normals exclusively using `face weighted normals <https://wiki.polycount.com/wiki/Face_weighted_normals>`__ in the 3D authoring software. In this case, grow will be able to join every outline together, just like in the original mesh.
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\ **Note:** Vertex growth cannot create new vertices, which means that visible gaps may occur in sharp corners. This can be alleviated by designing the mesh to use smooth normals exclusively using `face weighted normals <http://wiki.polycount.com/wiki/Face_weighted_normals>`__ in the 3D authoring software. In this case, grow will be able to join every outline together, just like in the original mesh.
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.. rst-class:: classref-item-separator
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@@ -2596,7 +2596,7 @@ The strength of the normal map's effect.
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Texture used to specify the normal at a given pixel. The :ref:`normal_texture<class_BaseMaterial3D_property_normal_texture>` only uses the red and green channels; the blue and alpha channels are ignored. The normal read from :ref:`normal_texture<class_BaseMaterial3D_property_normal_texture>` is oriented around the surface normal provided by the :ref:`Mesh<class_Mesh>`.
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\ **Note:** The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with :ref:`SurfaceTool<class_SurfaceTool>`, you can use :ref:`SurfaceTool.generate_normals<class_SurfaceTool_method_generate_normals>` and :ref:`SurfaceTool.generate_tangents<class_SurfaceTool_method_generate_tangents>` to automatically generate normals and tangents respectively.
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\ **Note:** The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with :ref:`SurfaceTool<class_SurfaceTool>`, you can use :ref:`SurfaceTool.generate_normals()<class_SurfaceTool_method_generate_normals>` and :ref:`SurfaceTool.generate_tangents()<class_SurfaceTool_method_generate_tangents>` to automatically generate normals and tangents respectively.
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\ **Note:** Godot expects the normal map to use X+, Y+, and Z+ coordinates. See `this page <http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates>`__ for a comparison of normal map coordinates expected by popular engines.
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