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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45
votes
3answers
81k 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 ...
7
votes
1answer
6k views

Strange black shading. Cannot fully light mesh. (Cycles)

Here is the viewport in material view. The node setup is just a PNG texture into a diffuse shader. And this is in rendered view. I've tried using environmental lighting as well as a directional ...
32
votes
7answers
170k 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 ...
29
votes
12answers
51k 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?
16
votes
1answer
13k 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 ...
8
votes
2answers
1k 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?
8
votes
1answer
8k 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 ...
10
votes
1answer
4k 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 ...
4
votes
1answer
729 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 ...
21
votes
4answers
47k 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 ...
5
votes
2answers
6k views

How to show the normal of a face

How do you show the normal of a face in Blender 2.8. It used to be in the properties panel (n to show) but now where has it gone?
12
votes
1answer
78k 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 Here is a screenshot:
1
vote
1answer
1k 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 ...
7
votes
2answers
2k 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 ...
11
votes
3answers
15k 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 ...
7
votes
2answers
3k 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 ...
5
votes
1answer
3k 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 ...
9
votes
5answers
6k 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 ...
8
votes
1answer
17k 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 ...
16
votes
1answer
18k views

Bump Maps vs Normal Maps

I have read the Blender manual regarding bump maps and normal maps. But still it is not very clear to me when you would make or use bump maps and when normal maps. Who can explain ?
6
votes
1answer
3k 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 ...
4
votes
2answers
18k 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
759 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 ...
5
votes
2answers
4k 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 ...
4
votes
1answer
20k 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 ...
7
votes
3answers
27k views

What is the role of Auto-smooth?

I have noticed this: the "Auto-smooth" I can't figure out what is its' meaning. I understand that i can use it combing with the smooth shading. For example: A) FLAT B) SMOOTH C) SMOOTH & ...
3
votes
2answers
6k 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 ...
1
vote
1answer
4k 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 ...
11
votes
3answers
48k 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 ...
3
votes
1answer
33k 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). ...
10
votes
3answers
3k 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 ...
6
votes
1answer
2k views

Cycle Normal Pass in Camera Space

I am wondering if there is any way that we can alter the cycle normal pass to output value in camera space. Currently, as far as I know, the normal is in object/world space, which does not change when ...
4
votes
1answer
2k 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 ...
3
votes
2answers
5k 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) ...
5
votes
1answer
3k views

How to convert object space normals to tangent space?

I'm trying to experiment a workflow where I can manually paint normals to create stylized shading for a model. Painting on the model, I want to use object-space normal, as it's easier to work with, ...
4
votes
4answers
3k 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
1answer
2k views

Render normals in camera space

After many hours of searching, trying and scratching my head I turn to you guys. Seems like many other have this same problem but haven't seen any solution to this yet. I am rendering cars in blender ...
4
votes
1answer
4k views

How to bake a cavity map from hi-poly to low-poly?

Cavity Map Baking from Hi-Poly to Low-Poly I have a hi-poly mesh object and a low-poly mesh object. The low-poly one is UV-mapped. I created a cavity map material in Cycles for the hi-poly object and ...
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?
3
votes
0answers
1k views

Calculating / Estimating the normal at any location on a face

In a recent answer I employed Object.ray_cast which returns the location and normal of a ray hitting a face. The normal is needed to calculate the rays reflection, ...
2
votes
1answer
861 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 ...
2
votes
2answers
920 views

How to get all faces based on a certain angle of their normals?

I would like to create a list of faces/polygons based on the angle of each corresponding normal. I've tried something like board.data.polygons[0].normal > 0, but ...
1
vote
3answers
753 views

Issue with particles in blender donut tutorial

I have been recently doing the blender donut tutorial and ran into a problem regarding the sprinkle particles. The particles (hair) keep appearing on the underside of the icing. As seen in the image ...
1
vote
2answers
3k views

Can a single vertex be rotated?

In the duplication options for the dupli verts there is a option for Rotation. Witch brings me to my question, is there anyway to rotate a vertex? Vertex's have ...
8
votes
2answers
6k 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
8k 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 ...
7
votes
2answers
9k 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 ...
12
votes
2answers
28k views

display face normal direction in blender 2.8

How can I know if the normals of an object are flipped or not? Because in version 2.8 both normals have the same color and I can't identify if it's a flipped normal, unlike the previous versions where ...
8
votes
2answers
3k views

Procedural random/different colors based on normal direction

What I have. A simple subdivided Cube with circular holes in it - every side, six of 'em. Holes have they own material, and each of the hole has different color. Holes are completely flat. I have ...
5
votes
2answers
5k views

How to create normal texture with node setup?

My question is pretty simple. How do I create a normal texture by combining certain nodes with the diffuse texture? This would be really helpful and would save me LOADS of time! Thanks!