Yep. Unfortuantly this is a bit of a known “gotcha” with our current state of Blender connector.
We don’t currently support sending vertex normal data, thus, the viewer and receiving connector re-calculate the normal data on receive. This is fine for some geometry. But its common for geometry imported into blender from elsewhere to have custom normal data that we don’t currently capture. Thus the shading looks weird.
We do have a ticket to implement sending/receiving normal data through Speckle, but still needs some investigation on our end on the best way for us to support it.
In the mean time. You may find some success by adding an Edge Split Modifier to your geometry before sending to Speckle. This changes the vertex structure a little, but often leads to geometry that renders better when sent through Speckle.
Not an ideal solution, so I’ll keep you posted if we get around to implementing sending vertex normal. Unfortunately I don’t have a timeline just yet for this.
Thanks for the explanation . It is not super mission-critical to us and the list of you guys is long. For now, we are taking the alternative route of using Step > Tekla > Speckle.