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Vertex normals#

The lighting on a mesh considers uses interpolated vertex normals to decide the direction faces point. This enables a mix of hard or soft lighting depending on whether the faces share vertices or not.

When you distort a mesh without updating the vertex normals it is shading as if it was still flat. You must generate new normals to match the current distortion. You can do this with RecalculateNormals or do it manually.