Questions tagged [normals]

Normals describe how faces and vertices are oriented and can be used to aid various calculations and effects. This tag should be used for questions regarding normals in Blender, from uses to issues.

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Model texture has issues when using normal map

Whenever using normal map on a model, I get these odd fragments (the darker bits) Node tree, its the most basic you can make it Unplugging the normal map from the Principled BSDF fixes it but also ...
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textures are always on the bottom of my plane

i'm trying to add a texture to a plane but when i do the texture is always projected on the bottom of the plan (even if i flip the plane). i tried flipping the normals but that didn't help.
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Import Image Plane Lacks Normals?

i'm trying to import an image as a plane, to be cut up and extruded into a mesh. However, the plane seems to have no normals (face orientation is ticked on in the settings, no blue or red shows up), ...
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Colored Normal Map

Blender noob here! I've been trying to bake the normals from my high poly mesh to low poly mesh for hours and keep getting a weirdly colored normal map with a black background. I can't figure out why ...
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Need help with "removing" normals

I was able to figure out how to achieve the normal effect, all I had to do is point the normals up on the Z axis with Align turned on. Recently I saw a model which has a very weird set of Normal data ...
2 votes
1 answer
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Is there a way to flip the orientation of certain curves in Geometry Nodes?

I have a mesh with multiple islands that I have converted to curves. I am now trying to apply a profile to these certain "curve islands" but it seems like there are edges with orientations ...
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Cannot bake a normal map (high-poly sculpt to low-poly model)

So this seems to be a common issue but I've followed the troubleshooting in other posts here and can't figure out what my issue is. I have a high-poly sculpt and a low-poly version, both with scale/...
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How to tell a vertex to have its normal perpendicular to the tangent of its edge?

I have this mesh containing only edges and vertices with checker-selected vertices and wanted to scale them out in a way that is perpendicular to the tangent line intersecting each vertex. I learned ...
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1 answer
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Issues working in texture paint

I have done a rough model with a smart UV projection and when I try to paint on it in texture paint it looks really weird, there are this gradients around the seems that I don't understand. As seen in ...
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Strange shadow behavior in rendered mode along mesh edges [duplicate]

Something is causing my mesh to show strange shadows along edges in render mode, but not in the material preview. I don't know what's causing it or how to fix it, so I'm hoping someone here has an ...
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Can't scale nurbs circle along normals

I'm trying to scale a NURBs path along it's normals with Alt + S, but it just wont go. https://imgur.com/xqIXpfq
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Why is my circle emitting light at a funny angle?

You can see from the reflection that the light coming from my 'sun' is not in line with the normal of the shape. Instead it comes off to the left at an angle? Any ideas why this might be? I have ...
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Code Snippet stopped working

I've been using this code to clear custom normals for a large quantity of objects and its stopped working. I don't understand code very well and don't know what to change to make 3.4 understand the ...
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Data transfer Custom normals Not working/responding to proxy being moved

I was following this tutorial https://www.youtube.com/watch?v=7KzhNYyp63A&list=PLZpDYt0cyiusDdsgdb9FgfT7onV7th8mJ&index=11 In order to make a model that shaded in a similar manner however for ...
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How can I get the copy the split normals data of one face to another?

I have a face with custom split normal data (all vertices have the same direction) and would like to copy this data to another face within my script. How can I do this? I've tried using ...
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Use Remeshed Mesh to Fix Normals

I have some dirty meshes where the normals are really messed up. Recalculating outside does not work due to intersecting planes and such. However, if I use remesh, then the normals are all good. So I ...
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Getting vertex and normal indices to match when exporting mesh?

I am exporting a model as an obj. I want to store one normal per vertex, meanin I want the index of the normal and the vertex to be the same. I am getting this on my exported file: ...
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How to get normal colors in Geometry Nodes

I am aware of how to get normal vector/color data for a matcap in a material. Example of matcap normal data: But how can that vector/color data be obtained within Geometry Nodes from the input ...
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Bake normals, some parts are not placed like in uv unwrap

The front part is correct, only the inside is messed up. So what happened is the lower inside reads the lower outside and bow too. I shouldn't worry about this too much as it wouldn't show up when the ...
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Smooth shade custom normals through geometry nodes

I am trying to follow this tutorial to create a Ghibli-style tree in Blender, but instead of creating the base object using particle systems, I wanted to do it all through geometry nodes instead to ...
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Draw, select and edit a polygon/area [duplicate]

I am new to Blender and would like to create something similar to the picture. How can I create individual Polygons (marked yellow in the image below) and edit them individually? or select all the ...
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Object Invisible But Normals Visible?

How would I set it up so that only the normal map is visible on an object? There's two objects, one has the normals, and underneath is the object I want to overlay the normals onto. I want to make it ...
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Normal maps not baking correctly due to correct cage setup?

Using the select to active technique, and when baking from high poly to low poly which is UV unwrapped via automatic unwrap, many smooth planes are made on the bake sheet, is this due to the image ...
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Normal Map Not Baking Properly

I'm modeling a Gameboy and I want the Start/ Select/ Nintendo logo to be indented. I followed a couple tutorials to the letter, but all my normal maps end up blank without any detail. There aren't any ...
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Why does the extrusion tool create an additional face for the selected face?

This is the plane I created. It is correct with the right orientation. After I press the E extrude the hotkey. It generates another orientation. It is fine if I just pull it up and make a cube. But ...
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Normals flipped when exporting to FBX?

I'm running the latest version of blender. Almost every time I export a model into FBX, the normals of the imported model become flipped. I've been looking up how to solve this, but nothing seems to ...
1 vote
3 answers
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Normal map doesn`t work on Blender

Painted model in SP. Created Normal map. But in Blender there are artifacts, it doesn`t show any normal map effect. But mesh gets Sharper... +Normal map applies with wrong UV (Applied Texture ...
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Is it possible to have two different sets of normals for one mesh?

I'm working on a material for Eevee. It has two Diffuse BSDF nodes in it, called "Toon" and "Diffuse". Toon works with actual mesh normals, then I convert shader to RGB and use ...
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2 answers
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Distribute pointed objects on a curved surface with random orientation and constraint

I am trying to put objects with random orientations on a curved surface, however the orientations must be limited to directions pointing away from the surface, thereby, avoiding clipping the surface. ...
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1 answer
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Export fbx file from blender to Unity, then I got missing faces

I exported 3d model to Unity that I made using Blender. But I realized some faces are missing in unity. And Im not talking about that normal of missing faces are wrong. Those are literally missing. ...
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Geometry Nodes. Uniform alignment on faces of different sizes

Geometry Node noob here (but trying to learn). I made those skyscrapers extruded with random height from a concentric rings. Now I want that a small object, like window, to be aligned at specific ...
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Geometry Nodes: how to calculate custom normal deformation?

GN currently doesn't support Custom Normal input, however you can import them as some other data. Once. If however the mesh is animated, those normals need to get deformed too. It seems that having ...
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Getting Weird Normals after Importing from Mixamo

File can be found here: https://gofile.io/d/wLt28K So I took a base mesh from Sketchfab and exported it to mixamo to get a quick rig on it since this is going to be an extremely small part of my ...
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3 answers
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Showing face/vertex normals as fancy arrows

I would very much like to show the normals on a model (vertex, face, split). I am aware how to make them visible in editing mode, where they can be shown as blue, cyan and purple lines (overlay menu). ...
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How do I move vertices in relation to pivot?

I would like to move multiples selections towards or outwards 3d cursor, or any other pivot, within orientation to View. For example : For example faces on top of the grass lump in blend file. All of ...
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How to create render of normals?

When looking at object at solid view using MatCap normal map light, I get a nice normal map of object I am looking at. However, when I try to recreate those colors for rendering, using Geometry Node -...
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Fixed - Objects disappearing after boolean difference

After much searching and frustration, I finally worked out this problem - I know others have had it because I have trawled the web looking for an answer! If you are trying to split something using a ...
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Weird reflections on normals

I'm new in blender and have recently started making a car model. Everything seems to be fine, but when I turn on the Material Preview, blurry and stretched reflections appear in some places. I suppose ...
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Normal Map - strange pixels on UV edges

Im trying to bake a normal map and it looks more less correct in general. Except of strange colorful pixels that I get on UVs edges. Not everywhere, but in some places. I dont really understand what ...
1 vote
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How do you prevent geometry-node instances spinning on deformed geometry (Second Align Euler To Vector?) [duplicate]

I have a sphere (but could be anything) that I am deforming over time and I want to have instances distributed on the surface. I've got it almost working except that I am getting unwanted spinning of ...
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BMesh from_mesh messes up split_normals?

I'm struggling to copy a mesh into another one with proper conservation of split_normals (using from_mesh). It seems that they are being changed somehow, although mesh should be a 100% copy. This is ...
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Normal map baked in Marmoset has artifacts when imported to blender

Made a high and low poly models in blender and exported them to Marmoset for baking First picture is how it looks in Marmoset, ok for the most part Second photo is the same texture imported onto the ...
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Extrude along normals not following slope

Can anyone advise me what I'm doing wrong here? Following a tutorial where the ground layer has an incline of about 5 degrees. The layer above it is a face extruded in Z, duplicated from the ground ...
2 votes
1 answer
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How do I model an object to split in half without having inconsistent normals?

I am modeling a tree branch that has a smaller branch forking away from it. Ideally, the smaller and larger branches are separate objects so that the smaller branch can be "cut away" from ...
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blender running slow when deforming mesh with normal map

I have a pretty powerful pc that should run this perfectly but I'm getting a lot of lag when doing this. when I deform anything that has a normal map, it doesn't want to handle it very well and it ...
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Hair emission on normals but specifying Z axis

I have a model of a tree trunk that I want mushrooms to be protruding from. When I use the hair emission I can't seem to get them to protrude from their base (the bottom of the stalk) around the Z ...
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1 answer
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my face has different normal shader even every vertex on my normal connected

I made sure I have no overlapping vertices, flipped normals, or sharp edges. But every face on this model still has a different surface shader.
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model looks weird when removing loose and merging by distance [duplicate]

so I ripped these models from a game (legally) and they contain a whole bunch of loose geometry. problem is, when I remove all of it, the model looks very odd. playing with normal recalculation only ...
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when I apply the scale, it breaks my shading

when I mirror this object shading looks good, but when I apply the scale shading breaks and I have no idea how to fix it. I already tried recalculating normals. Normals are flipped correctly.
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Normals are right but shading is still weird

I've checked the normals and everything and I still don't understand why this is happening : I don't know what's causing this but when I delete all the faces and refill them the problem is gone so ...

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