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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Why are my faces warped with strange artifacts?

My faces have a weird shading to them even though the normals are facing the correct way. There are also no n-gons. When I import into substance it also looks warped. How do I fix this issue? https://...
Aeryes's user avatar
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Irregular "smooth" shading / artifacts still present with flat face smoothing selected

When using eevee and enabling "Scene World", with Mesh > Shading > Flat faces enabled, blurred and irregular shadows still appear. I have checked/recalculated the normals (they are all ...
leafmaster46's user avatar
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ray_cast normals misalignment with respect to face normals

I'm trying to code an add-on that creates instances of an object on the surface of a target object, having the instances aligned with the normal of the face of the target. I can't use Geometry Nodes ...
Antonio's user avatar
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Rigging Problems with vertex groups

I initially rigged my character with the standard rigify rig provided with the software. I changed my mind afterwards since the face rig they provided didn't work as well for my character art style. ...
Mitchell Bradley's user avatar
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1 answer
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Simulation Nodes: Particles with normal-aligned velocity

This is driving me nuts. I'm trying to generate a particle system with Simulation Nodes in which the particles spray out in the direction of the face normal from where they spawn. I got it to work ...
scatterbrain's user avatar
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GN: Instances on curve points and rotating based on surface's normals

This may be a basic question, but I have been struggling with this problem for a few evenings now. I want to create a GN system where I have: a grid, with a noise node to create some displacement a ...
Simonpeterpaul's user avatar
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How to export a circle shape from blender to unity3d?

using Blender 4.0 This is how I created the circle: pressed on Shift + A keys in the opened menu selected Mesh > Circle. to move the circle up only one axis only up I first selecting the circle by ...
Daniel Lip's user avatar
1 vote
1 answer
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Bad normal smoothing around bevel after boolean

I am trying to do a boolean difference between 2 cylinders. The boolean itself and cleaning up the mesh afterwards didn't pose any issue, however the shading looks pretty bad after applying a bevel (...
Pacific's user avatar
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Normal/Bump maps causing flat shading

Whenever I add a normal/bump map to a smooth object the shading goes flat. Even on a UV sphere the issue remains. The shader is only using procedural textures so I can't change anything to non-color ...
saunders44's user avatar
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How do you align modular instances so they face outward using geometry nodes?

I am trying to align a number of instanced cubes around the perimeter of a grid, and all the cubes should be rotated so they instance facing outward and upward. It is not a perfect grid, the intention ...
common_goldfish's user avatar
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Baking normals issue

I am trying to bake normals for this guitar i had made, but it never bakes properly. I have tried playing with the extrusion, ray distance, with cage, but i never get the whole thing baked, nor do ...
noyou's user avatar
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Applying Normals/Textures to Animated PNG (No Grease Pencil)

I want to import a 2d animation in PNG format but also want to utilize normal maps and such to my 2d animation to give it a certain look. I have the frames at the ready but don't know exactly how to ...
PsychoJack88's user avatar
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backface culling not marking faces as red and blue

I remember backface culling used to mark flipped normals as red and correct ones as blue. Not sure if it's different with the newer versions, but backface culling is now only displaying the flipped ...
Egoless's user avatar
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Custom normals are not working in render, only in viewport

Using 3.6.0 My custom normal split geo data is working fine in viewport in render view, but when I go to render the image through the actual renderer it doesn't show the custom normals? Notice the ...
kaboose1066's user avatar
5 votes
2 answers
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Why multiply a normal?

I am looking at this tutorial Geometry nodes for damage to stone. It uses a normal multiplied by some random vector to produce offset. What does multiplying a normal of a point with random vector ...
ph_zero's user avatar
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Edges showing up in normal map

I'm looking for help on rendering normals. I've rendered out normals without issue before, but something seems to be off now. Here's an image showing the problem. I'd expect there to be nothing on ...
Lou's user avatar
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1 answer
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Cant figure out how to flip normals on this Space suit Helmet

I downloaded this space suit helmet here https://www.cgtrader.com/items/3165630/download-page and I was planning on 3D printing it. I cannot cut it into sections without converting the normals using ...
MrNedwab's user avatar
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Retopology and reflections issues (wrong normals)

Retopology and reflections issues (wrong vertex normals) I've started retopology. But I've noticed a problem. Although the topology seems to be clean, the reflection is completely broken compared to ...
masanori's user avatar
2 votes
1 answer
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Use Geometry Nodes to Align Instances Along Mesh Edges with Instance Z-Axis Always Aligned to Perpendicular Ajacent Faces?

I'm using Geometry Nodes to to instance two meshes onto another mesh, here an icosphere to start out, such that I can develop sets of modular 3d printable "Hubs" and "Struts" that ...
Emma Scott Lavin's user avatar
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Custom Split Normal Data not rendering properly, but does on random frames?

I'm having this issue where I have custom split normals on this character, and it's fine in viewport. But when I hit render I get something that looks like I've cleared the normals, which looks a lot ...
kaboose1066's user avatar
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Tangent Normal Bake artifacts

I am expecting a solid color bake at (0.5,0.5,1) but I am getting a bake as if it is the difference of the split normals and the original. Does anyone know the cause to avoid the streak artifacts on ...
Zak Nelson's user avatar
1 vote
2 answers
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How to get correct curves from Mesh to Curve node?

In the example file below, we have a simple profile created with a bunch of vertices forming a continuous edge. Using the help of geometry nodes, I want to apply a fillet to smooth out the shape, make ...
crucchi's user avatar
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1 vote
1 answer
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Material displacement to mesh around UV sphere, strange normals?

I'm trying to follow this Youtube tutorial about convert a material displacement input into a mesh for 3d printing. This works by outputting the displacement as a .exr file which is used in a ...
user977042's user avatar
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Raycast with Normal as the Ray Direction Doesn't work

I am trying to delete points along the Normals of instanced planes. The best idea I had was to Raycast but it won't take normal data as ray direction and I don't understand why. Originally, I thought ...
UnHingeDoor's user avatar
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Shader map along normals inside cycles from center to the periphery of an object

Hello Blender Community, I have an object that consists of a simple sphere with geo nodes based tentacles applied to it. I want to create a mask with a color ramp that alters the color beginning from ...
Macks's user avatar
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Functions to remove extra faces & fix normals? | Marvelous Designer FBX to Blender Workflow

[edit] Here's the project file: While I realize that the answer may be staring me in the face, I've also sunk a lot of time into this with no real progress. I'm working on using custom Marvelous ...
BluViolets's user avatar
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1 answer
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Selected to active baking produces stretched faces - Blender

I have an issue when baking Texture faces are stretched after baking "selected to active". It only bakes the textures if the normals are flipped on my active object(scanned mesh). Things I ...
IoanF's user avatar
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1 vote
1 answer
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Is it possible to change the direction of vertex normals in 3.4?

Is it possible to change the direction of vertex normals like in Mayas normals editor? I just want to point my vertex normals straight up. The normal modifier is only getting about half of the vertex ...
bonypoy's user avatar
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Why do I have to flip the normals to make my solidify modifier's material index offset show up?

The top picture is when the flip normals box is unchecked. The bottom picture is when the flip normals box is checked.
Zanly's user avatar
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2 votes
1 answer
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How to conform normal directions of a roof

I want to scatter roof-windows with geometry nodes and i have the problem, that my normals are pointing in different directions. It is driving me crazy but its probably a easy fix. I simply wan't that ...
BlenderLearner's user avatar
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GN writes an attribute that intervenes in the normal direction and provides it to the shader,

I want to use gn to achieve the effect like Susan's below. How can I use gn to create an attribute that interferes with the normal direction and pass it into the shader? thank you very much
capozio's user avatar
2 votes
1 answer
21 views

Version 2.83 normals not working

i'm using V2.83. when i turn on normals in Overlays, all the normals are pointing X axis and pink. face orientation is on.
leoitch's user avatar
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Mirror modifier and shading issues [duplicate]

I’m new to Blender. With the ear picture below, what do I do about the ring around the ear? Also with the head I can’t seem to figure out how to get rid of the line going down the face after I ...
Tiffany Leigh's user avatar
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92 views

Mesh displacement and normal map artifacts in Eevee

In my project, I'm using Geometry Nodes to displace a mesh and then, in a shader, adding additional texture via a combo of Noise Texture, various mapping nodes and then Bump. I'm seeing all sorts of ...
Mantissa's user avatar
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something went wrong with normals, i guess

guys! after I extruded some faces along normals, it really got my mesh funky. In solid veiw it is visible that something is wrong. But when you get some texture on it, it stretches like hell. Also, ...
Dikey Klim's user avatar
1 vote
1 answer
39 views

Why does adding an image texture node to the normals section make the face look half light/half dark?

I'm adding image textures to the various nodes on my character, and this happens to some of my meshes when I add a normals texture: The face of the character is half light, half dark. This happens ...
Jack Harris's user avatar
1 vote
1 answer
50 views

When bending a plane from Import Image as Plane plugin I can see the other side of the image

When I take a plane from Import Images as Plane and then bend it so that it overlaps, I'm able to see the other side. I'm not sure how to prevent this behavior from happening: To recreate the problem:...
Brock Brown's user avatar
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1 answer
77 views

Normal/face bug total mistery

Original question go further in the post to see the edit 4 behaviour (Hello, i have a problem with my meshes they suddenly appear to have weird bug with normal only when i move my camera on axis like ...
Flavie404's user avatar
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32 views

How can I get Blender to import normals as normals and not bump?

I have a set of FBX files that I am editing and cleaning up. These meshes have normals textures, but when I import them, they read as bump maps, with the Height attribute pointed to the normals map. ...
Jack Harris's user avatar
1 vote
0 answers
28 views

Specular reflection displays original faces of my model despite defining an object space normal map

In my scene, I have a Suzanne where I'm attempting to paint normal maps in Object Space (as it's easier to create facets). However, when I preview it, it's apparent that the normal map doesn't ...
Valentin LARRAS's user avatar
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55 views

Can you animate and change perspective of textures in real time and have textures that follow camera view?

I want to be able to change the perspective of a texture and animate it. I know you can put a 2d rig onto a 3d model, but in tutorials you have to import a 2d image of each frame (or in a face rig, &...
Jessie Ferret's user avatar
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0 answers
46 views

Data Transfer causes sharp edges in render

I'm using a data transfer modifier on an object, and its causing these jagged shadows on the mesh in the render view. This isn't happening in the viewport. I'm using blender 3.4, and rendering in ...
DogFly's user avatar
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1 vote
2 answers
183 views

How to align object on normal vector between vertex and line

Update 29-08-2023 22:20 Dear community, Thank you for the input! The responses gave me some useful tips and nodes to integrate in the desired workflow. Since not everything was clear, I will give some ...
Yosri Sem's user avatar
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1 answer
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Pre-displacement normals

The "Geometry" shader node provides normal information for the geometry being shaded. This can be useful, for example, to mix a snow shader with a rock shader depending on how "flat&...
John's user avatar
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Can't find Bake Option in Render Properties

I am using Blender 3.4.1 on a PC with an NVIDA GeForce RTX 3600. I have no Bake option in the Render Properties tab, and it doesn't matter what I select in preferences under "System": CUDA ...
K. Prentice's user avatar
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24 views

Normals being weird

How do I fix the part circled in green? And why are there those red spots in the yellow circles? (I already tried recalculating the normals)
Impulsed YT's user avatar
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1 answer
192 views

How to get normals of generated geometry in geometry nodes?

I'm using Blender 3.6.2 and I'm experimenting with geometry nodes. I would like to apply a transformation to the points of a mesh primitive I added through nodes, but I want to use the normals of the ...
sortai's user avatar
  • 103
3 votes
0 answers
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How is a normal computed for a non-coplanar quad?

Simple question, if I have a quad with four vertices that are not coplanar how is the normal for the face calculated? I know that there are two distinct ways that the quad can be split into tris, but ...
BENG's user avatar
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1 answer
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How to collect the normal vectors and the vector of another object at one point to evaluate Dot product?

It is necessary to collect the normal vectors and the position vector of the third-party object at one point and perform the operation Dot product. How can I do that?
White Raven's user avatar
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how to rotate the normal map so that it always looks at one of the axes on the controller object?

Like this. It should work like this in the end.
White Raven's user avatar
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