Object Shade Smooth
Stop your avatar mesh from looking faceted
- BPY_OBJ
- BPY_OBJ
When your avatar comes out of the mesh pipeline looking like a low-poly diamond instead of a face, the culprit is flat shading. Object Shade Smooth wraps bpy.ops.object.shade_smooth - the node version of Blender's "shade smooth" toggle - and it's one of the few Object_* nodes you'll actually want on a plain character build.
The meshes Avatar Graph creates from segmented character images get treated as flat surfaces by default, which makes curves read as hard facets. Slap this node on the object and the geometry renders with interpolated normals, so a cheek or an eyelid looks round instead of triangulated.
How it works
Auto-generated wrapper, same as the rest of the family. The pack mints a node per bpy.ops.object.* operator; at runtime your incoming BPY_OBJ becomes the active object, the operator runs, and the same object comes back out for further wiring.
The inputs that matter
BPY_OBJ- the mesh to re-shade.use_auto_smooth- boolean, default false. When on, Blender only smooths faces whose edges are under the auto-smooth angle and keeps the rest sharp. Handy for characters with a mix of round and hard-edged parts.auto_smooth_angle- float, default0.5236. That's radians, and it's exactly 30 degrees. Edges with a smaller angle between faces get smoothed; sharper ones stay faceted. Crank it toward the max of π (180°) if you want everything smooth; drop it low if you want near-everything hard.
Output is one BPY_OBJ, unchanged.
Install
Shared with the whole pack - no separate install. ComfyUI Manager: search Avatar Graph, install, restart. Manual:
cd ComfyUI/custom_nodes
git clone https://github.com/avatechai/avatar-graph-comfyui
cd avatar-graph-comfyui
python -m pip install -r requirements.txt
The pack pins bpy==3.6.0, so Python 3.10 is effectively required, and the first launch downloads the SAM checkpoint (~2.5 GB) plus MediaPipe landmarkers before it finishes loading.
Common issues
The most common beginner stumble is expecting to see smooth shading in the ComfyUI preview - shading is a render-time property, so the difference shows up in the final output/export, not as a dramatic wireframe change. Also: auto-smooth and its angle are Blender's angle-based logic, so "30 degrees" is a threshold, not a style - if edges still look sharp, raise the angle; if things look mushy, lower it.
Note the default auto-smooth is off. So this node with untouched defaults just shades everything smooth, which is usually exactly what you want for a character mesh. The angle input only starts mattering the moment you tick use_auto_smooth.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| BPY_OBJopt | BPY_OBJ | — | |
| use_auto_smoothopt | BOOLEAN | false | — |
| auto_smooth_angleopt | FLOAT | 0.520–3.141592741012573 | — |
Outputs (1)
| Name | Type | Description |
|---|---|---|
| BPY_OBJ | BPY_OBJ | — |