diff --git a/manual/modeling/meshes/structure.rst b/manual/modeling/meshes/structure.rst index bc01ef411..46d5c8695 100644 --- a/manual/modeling/meshes/structure.rst +++ b/manual/modeling/meshes/structure.rst @@ -92,17 +92,17 @@ and thus greatly influence the shading of those objects. Normals can be shaded s When a mesh uses flat shading, the faces are rendered and displayed faces uniformly. This is usually desirable for objects with flat surfaces such as a cube or pyramid. -When a mesh uses smooth shading, the normals are interpolated cross the vertices of a polygonal mesh, +When a mesh uses smooth shading, the normals are interpolated across the vertices of a polygonal mesh, smooth transitions between adjacent polygons can be achieved, resulting in a more realistic appearance. By default face normals have flat shading however, this can be adjusted either for the whole object or per face. -To adjust the the shading of the whole object, use: +To adjust the shading of the whole object, use: -- :ref:`bpy.ops.object.shade_smooth` -- To mark the whole object as smooth -- :ref:`bpy.ops.object.shade_auto_smooth` -- To mark portions of the object as smooth +- :ref:`bpy.ops.object.shade_smooth` -- To mark the whole object as smooth. +- :ref:`bpy.ops.object.shade_auto_smooth` -- To mark portions of the object as smooth. -To revert to flat shading, use :ref:`bpy.ops.object.shade_flat` +To revert to flat shading, use :ref:`bpy.ops.object.shade_flat`. The shading of objects can also be adjusted per face, edge, or vertex.