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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.

31
votes
2answers
45k views

Why are some faces in my mesh darker?

While rendering a mesh with smooth shading on, I get a dark region/shadow on certain faces. The effect is more evident when smooth shading is applied to a mesh containing ngons, with the ngons turning ...
16
votes
4answers
90k views

How to make all faces flip to the right/consistent direction?

What's happening is that I have tried to flip the normals, inside and out, but there are always faces which have to be flipped! Normals recalculated Inside View If I flip them again, all faces get ...
7
votes
2answers
332 views

What are face normals?

I've seen the term Normal being used in many places, but I'm not quite sure what it is or what it's used for; what exactly are they?
17
votes
7answers
14k views

How to Combine two Normal Maps?

I made a high poly model and then baked its textures onto a low poly model. Now I want to give another normal map's details to the model. How can this be done?
13
votes
1answer
9k views

Liquid / glass interface IOR and normals in Cycles

When modelling / rendering a glass with liquid inside (in Cycles), which direction do the normals for the glass only surfaces, shared glass-liquid surfaces, and liquid only surfaces point? I have ...
4
votes
1answer
480 views

Seeing through objects in Game engine

I used sculpting on a plane, and things looks great. However, when I press P to play, the whole ground become a mess. I can see through it in various places, and there are also nasty looking black ...
7
votes
1answer
5k views

Messed up Blender models when exporting to Unity3D

I have modeled a simple pocket watch in Blender. Every time I import it into Unity3D, regardless of whether I export it from Blender as an FBX or 3ds file, it always comes out missing faces! Why is ...
12
votes
3answers
17k views

How to flatten a face to avoid distortion (make an ngon planar)

I created a kind of procedural modeled ground (rocks desert like), with some decimate modifiers to have a really crazy topology. The result is nice, except for some ngons faces that contains some ...
10
votes
1answer
56k views

How to recalculate normals?

in version of Blender 2.72, where is the option recalculate?. Like in this video https://www.youtube.com/watch?v=IZPqxADetWE&feature=player_detailpage#t=108
0
votes
1answer
293 views

How to render depth or surface Normal maps that properly reflect details of 3D shapes while respecting the nature of materials (transparency/glass)?

I am trying to render depth maps and surface Normal maps of different 3D shapes using Cycles. What I care about the most is how much of the details of the 3D shapes are captured in the depth maps or ...
10
votes
2answers
7k views

How can faces be rotated around their individual normals?

In edit mode with these settings: Face selection Pivot point: individual origins Transformation orientation: Normal The faces don't rotate around the normals, is there another required setting that ...
8
votes
4answers
3k views

color faces with wrong normals

While hunting down some wrong-flipped faces I find it a bit tedious to differentiate the color of the wrong-sided face with the right-sided face. It would be very handy if the wrong-sided faces would ...
7
votes
2answers
1k views

How can I fix the non-stitched seam that is present after applying mirror modifier?

I've followed the same tutorial I mentioned in the question I asked yesterday and my boat hull looks pretty good. The process is to make 3D B-Splines increase the resolution and then convert them to ...
4
votes
2answers
3k views

How to draw normal map?

How can I draw (not bake) normal map over my model, like a texture in texture paint mode? Render cycles. Thank you in advance!
4
votes
1answer
1k views

Dual normal faces

I have created a model which requires some faces to be dual sided. I intend to import this model into Unity. Reading about this, it seems that the recommendation is to duplicate the polygons and then ...
7
votes
2answers
2k views

Baked normal map from high poly bad corners

I'm trying to bake a normal map from a high polygon model to a low polygon one. It's a very simple domino shape. When I use the normal on the blender render, I get this strange shape at the border of ...
3
votes
2answers
2k views

strange lighting, problem with normals?

I'm trying to create a simple human mesh. While working on the torso, I noticed some shading errors. They look even worse when you move the camera around. The one on the left is with shading set to ...
7
votes
1answer
4k views

Render entire scene normals

I'd like to render a normal map for an entire scene (for a large background for an isometric game). I tried exporting the "Normal" pass of my render layer, but it's not quite right. Here's what I get ...
3
votes
1answer
24k views

Baking normals from high to low poly mesh for game object

I modeled a high poly gun and uv unwrapped it. I then duplicated the object and removed a whole lot of edge loops to make it lower poly (3500 tris for the high poly gun to 350 tris for the low poly). ...
3
votes
2answers
3k views

Set normal orientation of origin

I want to change the orientation of my object to a specified direction. Say I have an axle of a train whose normal orientation is set off by 90° from the global orientation: The green arrow (Y-axis) ...
2
votes
1answer
976 views

How to correctly drive a normal node with lamp rotation?

I'm trying to use drivers to allow a lamp rotation to dictate the direction of my normal node. The problem seems to be that the sun can rotate from 0-360 degrees, but the driver has a limit of 0-90 ...
2
votes
1answer
187 views

Acces unmodified Normals on object with Custom/Transferred normals

I have a complex mesh that I am giving custom Normals to via the Data Transfer modifier. The normals are coming from a simpler mesh. I want to use both the original normals and the custom normals in ...
4
votes
1answer
1k views

Render has strange artifacts

I've got a problem with my rendering! I'm trying to render some objects: But, this is how it renders: Can somebody help me out?
1
vote
1answer
2k views

What does it mean when my Angle setting under Auto Smooth greyed out?

I am trying to understand why sometimes my Angle value is greyed out under Auto Smooth in the Data Panel of the Properties Editor. Does anyone have any idea why this happens, what it means and how to ...
6
votes
2answers
2k views

How to 'weaken' or 'strengthen' a normal map texture?

I would like to export a normal map texture itself, what is a correct way to make it stronger or weaker? I found that weakening effect can be accomplished by mixing texture with #8080ff color using <...
10
votes
3answers
978 views

Is it possible to get automatic smooth edges with flat faces without adding geometry?

I'm new with Blender and this seems like a simple thing but I haven't been able to find the answer. The only way I've been able to find to get smooth edges while retaining flat faces is to add extra ...
9
votes
3answers
3k views

How to pick target texture image for baking?

I'm trying to bake bump maps into normal maps. I am having problems with the baking process in that it seems to arbitrarily select the image that the bake renders to. Sometimes it bakes to the ...
10
votes
1answer
2k views

How to avoid terminator artifacts while still using smooth shading and the new pointiness attribute?

I'm sure we're all familiar with the Cycles normal bug (aka terminator bug) that causes bad shading on sharp edges when smooth shading is set. The normal fixes to this are to use higher levels of ...
8
votes
2answers
1k views

Backfaces give strange results with Fresnel Node in Cycles

I'm trying out a fairly common material setup, mixing a diffuse and a glossy shader with a fresnel node. My issue is that my material has some backfaces owing to its construction. They render ...
4
votes
1answer
1k views

Normal map baking - All clean blue (no color variation)

I'm trying to bake a normal map from a high poly mesh, and apply on a low poly mesh (in Unreal Engine 4). Bare with me as I'm new to Blender, and especially new to normal map baking with Blender. I'm ...
4
votes
3answers
4k views

Some edges are not shown in object wireframe mode?

The wireframe on the right looks correct, but in object mode on the left, you can see that the upper and lower vertices are not connected, while the "box" to the right is fine. I tried Fill and Merge ...
0
votes
1answer
4k views

After import to Unity, all my normals are flipped

I found someone with similar problem, but their answer doesn't work for me. Other than that, the net is full of advice how to flip normals programmatically to create interiors on the fly, but other ...
4
votes
1answer
2k views

Normal map looking weird on mesh

I've been studying more and more about creating normal maps and texturing the mesh. However, I can' t really find a solution for my question in the Internet and I was wondering maybe you could help. ...
4
votes
1answer
4k views

Hide back faces in 3D View?

How do you hide back faces so that you only see faces when its normal is facing the camera? When exporting it for use in a game, the face is rendered in only the direction of its normal, so this would ...
3
votes
2answers
3k views

Display values of a normal of a selected face

We want to see the three values of a normal of a face when we select it in edit mode. How to do so? Is there any add-on showing these sort of info realtime? Update: It seems the accepted answer ...
3
votes
2answers
650 views

Rendered Texture looks messed up

I could not figure this one out by myself so far, and would appreciate some assistance from you guys. After setting up the base color / albedo and the normal map for my object, it looks fine in 3D ...
3
votes
3answers
1k views

Error extruding loop selection along individual face normals

How do I extrude a face loop selection along face normals? To grasp the problem, take a convex shape such as the back of a satellite dish. If you would like to see in what direction that I would like ...
2
votes
3answers
494 views

normals changed after separating object in 2 pieces

When having smooth shading on a sphere and separating the top into a separate object the shading is no longer smooth over the 2 parts, there is a discontinuity: It turns out the ...
2
votes
2answers
734 views

Vertex normals incorrect, but face normals look correct?

I recently imported an FBX from a Max export and about 90% of the model looks fine but for some parts, the vertex normals are 'twisted' even though the face normals look correct. As far as I can tell ...
2
votes
1answer
367 views

Is it possible to have a plane with its normal as reference for Transform Orientation

Is it possible to have a plane with its normal as reference for Transform Orientation (Global, Local, Normal, Gimbal, View axis)? For example, I would like to select every face and scale to 0 to the ...
1
vote
1answer
235 views

Why does turning off Auto Smooth removes blotches?

Often with imported OBJ meshes I noticed that some seemingly random vertices are surrounded in dark blotches and sometimes adjacent ones are pale. Yet all the readable characteristics are identical to ...
1
vote
1answer
559 views

Conflicting faces rendering as black

In my blend file here, I'm trying to write a shader that uses a gradient to mix between transparency and the surface material. So far, I've managed that. But when transparent, the object shows black ...
1
vote
1answer
1k views

Bake Normal space: Camera vs World vs Object vs Tangent

The manual says: Tangent space normal maps are the most common, as they support object transformation and mesh deformations. Object space normal maps keep sticking to the surface under object ...
1
vote
3answers
363 views

Invisible and black faces after switching from Cycles to Blender render engine

It seems that something about the way I have jumped between Cycles and Blender render has caused issues with a file. I am new to render engines and not that experienced in Blender in general, so I ...
1
vote
1answer
287 views

How to render camera view-invariant surface Normal maps in Blender?

I wonder how I can render camera-view invariant surface Normal maps in Blender (ideally, through Blender's Python API)? Maybe as the first step, can someone explain how one can obtain surface Normals? ...
0
votes
1answer
1k views

Transparent model when exporting fbx file to Unity [duplicate]

So I have this shark model which I animated and ready to export it on fbx and transport it to Unity. But When I put it on Unity, It looks transparent like this. Many of the solutions online say that ...
5
votes
1answer
2k views

Why can't the Data Transfer Modifier be applied?

I am using the Data Transfer Modifier to make a flat bevel appear like a curved bevel. There is an original object and a beveled object. The beveled object has the modifier on it. The modifier is ...
5
votes
1answer
1k views

How to unify face and vertex normals

I created a model in another program, and imported it to Blender to map the UVs. Parts of the model are symmetrically flipped mesh planes. I noticed in Blender that the mirrored objects display as ...
4
votes
2answers
923 views

How to keep flat faces flat when using smooth shading [duplicate]

Is there a way to make a smooth shaded mesh look like the third column in this example? The six sides of the cube should have their vertex normals aligned with the face normal. Here is what I've ...
4
votes
2answers
10k views

How to properly use face smooth shading

When I select multiple faces in edit mode and use Ctrl+F > Shade Smooth it smoothes the normals with all surrounding faces, regardless of whether they are smooth shaded or not. Using a cylinder for ...