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I have a project where I have edited the normals of an object and created a shader for it. I wanted to add a rimligt to the shader but when I try to use the normal output from the geometry node it uses the edited normals and does not look right. Instead, I plugged in the true normal function from the geometry node.

enter image description here

when I plug it into the fresnel it gives me this weird blocky effect. enter image description here

this is because the true normal gives me the unedited normals without any smooth shading. enter image description here Is there any way to smooth the result I get? I will upload my file below.

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  • $\begingroup$ So, you want the unedited normals, but with smooth shading? $\endgroup$
    – TheLabCat
    Commented Mar 13, 2022 at 18:08
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    $\begingroup$ yes I want to be able to have the smooth original normals $\endgroup$ Commented Mar 13, 2022 at 19:12

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Were you already on your way with Geometry Nodes?

This group will return the geometric vertex-normals, linearly interpolated :

enter image description here

... it can be picked up in a shader:

enter image description here

I can't be sure this does it for you.. but here's the contrast:

enter image description here

Custom Normal / True Normal / Geo Normal

enter image description here

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