shade
Set mesh normals to smooth, flat, or angle-based auto shading; optionally add weighted normals for sharp edges on beveled parts.
Instructions
Set shading of meshes. smooth: every face and edge smooth. flat: every face flat. auto: smooth faces, but edges
sharper than angle degrees stay sharp (a cube stays crisp, a sphere becomes smooth). Cheap and exports as is.
weighted_normals=true (with smooth or auto) adds a Weighted Normal modifier that keeps sharp edges: large flat faces
stay flat and only the bevels blend. Use it for parts with both bevels and flat chamfers, where no single angle
works. export_glb writes these normals while apply_modifiers is true. A later shade call without it removes it.
It changes normals only: to move vertices use sculpt with op smooth.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| mode | No | smooth | |
| angle | No | ||
| names | Yes | ||
| weighted_normals | No |