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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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How can I import a pointcloud with vertex normals from .ply?

I am attempting to render a series of around 1 million cubes by using dupliverts with a point cloud and a 'base' cube. I am able to import the points using .ply format, but when I inspect the vertex ...
Joe Todd's user avatar
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How does "Flip Normals" affect Face Corner Data?

I use the "Normal Edit" and "Data Transfer" functions a lot, therefore I'm working with custom Normals with Face Corner Normals that differ from the Vertex Normals. The Pink lines represent the Face ...
AzulShiva's user avatar
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How to access Split / "vertex-per-face" normals in Geometry Nodes 3.0+?

I want to use the custom normals already present in my geometry but the Normal node only seems to output generated smooth normals. The spreadsheet only contains one normal vector per face, I don't ...
InTheBeef's user avatar
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Unable to export per vertex data to wavefront

I am trying to reconstruct a cube with normals that look like in the very first animation in the "Introducing normals" part of this article. If I start out with the default cube, smooth the faces and ...
チーズパン's user avatar
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Shader that forgives self-intersection?

I've created a displacement map which is based on the height of the mesh. The problem is that by the nature of this organic texture there is some self-intersecting geometry. I don't believe this can ...
Mentalist's user avatar
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Why are there seams all over the mesh when a Normal Map is applied?

I am making a game asset, so first I made a high poly model and then Decimated the duplicate using the Decimate modifier. Then I baked the Normals of the High Poly model on to the Low Poly model and ...
A.D.'s user avatar
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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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What happens to UV Tangents when using Custom Normals?

Tangent Normal mapping is done with the mesh Normals and UV Tangents. For it to work, these are supposed to be consistent with those used when baking, and orthogonal to each other. When you set Custom ...
Ascalon's user avatar
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How to stack displacement nodes?

When using displacement modifiers, you can use the resulting mesh normals of the first displacement as the base for the second, such that the end result is a 3 dimensional displacement. For example, ...
ChameleonScales's user avatar
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The cursor to selection command doesn't consider the normal direction of the face

gif A) The cursor to selection command doesn't consider the normal orientation of the face. gif B) You can use the Cursor tool with Geometry as the Orientation option to get the normal orientation of ...
J. SungHoon's user avatar
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Normal Problem in Unreal Engine

I have applied scale, recalculated normals, properly unwrapped my models, but no matter what I do, when I export it, and open the model in substance painter or UE4, the normals are all messed up. The ...
Nate's user avatar
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How to merge vertices without affecting custom split normals?

I have a model with some split edges that I want to merge: Both vertices and edges are duplicated along the selected edge loop. You can see the duplication in there being two vertex normals (blue) at ...
Jules's user avatar
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558 views

Strategy for Generating a Normal Map Projection From a 3D Model

I am still relatively new to Blender, and I am currently using it to model 3D vehicles for a 2D game. The 2D-rendering engine (Pixi.js) creates an illusion of depth using a normal map (as ...
Olivia's user avatar
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1 answer
474 views

How to apply two different materials in Blender Internal on front faces and back faces, *while involving transparency*

Basically, I want to see through the transparent front faces to the opaque back faces. This isn't the same as flipping all normals and executing backface culling because I want the front faces to be ...
Dragoonstorm1's user avatar
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153 views

Why is there a difference in coordinate system Cycles obj normals vs. Blender Render obj normals?

Baking normals of a geometry in Cycles and in Blender Render results in two different colours (coordinate systems), although both are set to "object space". When I calculate normals with C++ code, I ...
VisorZ's user avatar
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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, ...
batFINGER's user avatar
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Cycles and custom/face weighted vertex normals

I've been experimenting with Custom Vertex Normals lately. Unfortunately it seems like Cycles produces unsatisfactory results when rendering these, especially the more glossy the material is. Have a ...
MACHIN3's user avatar
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I am trying to bake a normal map of a set of objects with transparency

I have been trying to bake a normal map for a clump of grass I want to put in a game engine. The problem I am facing is that whenever I bake the normal map it ignores the transparency texture on the ...
Ryan's user avatar
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381 views

Howto get BRDF data information in blender

First of all I want to apologize if I may use any vocabulary etc. wrong because I am fairly new to the 3D-modelling world (but I will tried my best to read up as much as possible). What I want to ...
dodo's user avatar
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Particle rotation normal issue with particle orientation

Is there a way to get the particles in the correct orientation to the emitter and not rotated at varying angles? (see image) eg. butterflies sitting on a cube's surface. My relevant settings are: ...
Eli Peters's user avatar
3 votes
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363 views

Using DataTransfer modifier with Custom Normals in Cycles

I am trying to use DataTransfer modifier in Cycles to improve toon shading on a character. I am using Face Corner Data - Custom Normals. I am getting strange shading with dark artifacts. Part of the ...
Ascalon's user avatar
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Creases at cutoff parts of normal map wrap

If you look in this image of a head in texture paint mode You can see a crease and change in shading. Its also visible in the render Can someone help me please :(
Aidan Pallian's user avatar
3 votes
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2k views

Baking normals of overlapping objects?

As a learning project, I've been modeling the Albion Laird sword. I've got a rather high polygon mesh. Since I plan using this mesh on a game prototype, I've created a lower resolution mesh, with the ...
Kroltan's user avatar
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2 votes
1 answer
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Why do the normals on this Path have varying density?

I added a Path, enabled "Normals" in "Curve Edit Mode Overlays", enabled snap to Increment, and extruded the end of the Path a few times. The middle segments are showing more ...
spraff's user avatar
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0 answers
112 views

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
2 votes
0 answers
459 views

How to get accurate normals from bump height within a material?

I am making a procedural bump shader that needs to interact with other directional data in realtime within the material (as opposed to external lighting). Therefore I need to get the normals from this ...
Mentalist's user avatar
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2 votes
0 answers
213 views

Set Vertex Normal X Y Z values Individually

Can we edit the vertex Normals similar to Maya, where you can set the X, Y, Z values individually between 0-1, or is that not possible in blender yet? In my specific case, I need my X and Z values to ...
bonypoy's user avatar
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993 views

Realizing Instances in Geometry nodes changes normals- how to repair?

My goal is to create an object using instances in Geometry Nodes so that I can create a lowpoly object and rip normals, etc from the GN object. I've created a simple test setup where I'm simply ...
dor's user avatar
  • 21
2 votes
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52 views

Align Camera Angle to Averaged Normals for Small Area Below Camera

Background: I have a large terrain mesh (~6M vertices) which I would like to "drive" over with my camera. The mesh was sourced from a high quality physical terrain DEM. I am using the ...
ProlificSwan's user avatar
2 votes
0 answers
206 views

How exactly does the Strength input of Blender's bump nodes work?

From the Blender Docs: Strength Strength of the bump mapping effect, interpolating between no bump mapping and full bump mapping The idea of mixing together two ...
Hash's user avatar
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0 answers
242 views

Why the baked normal‘s color looks different when it's color space assigned as non-color?

Why the baked normal‘s color looks different when it's color space assigned as non-color, and it is identical in sRGB space. It seems like been appilied a 0.454? gamma curve onto it when the color ...
Sun Gavin's user avatar
2 votes
0 answers
40 views

Normals all over the place

Something happened to my normals and they're all over the place. I'm guessing it's because of my genius idea of separating the roof from the rest of the mesh (thought I'd have to worry less about the ...
Ookki's user avatar
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0 answers
526 views

Is there a way to control smoothing groups in blender?

I'm trying to export a model from Blender to FBX format I'm using auto smooth with weighted normal modifier set to 50, and for some reason, I'm not sure why when my client inspect the model in 3ds he ...
The Invizible's user avatar
2 votes
0 answers
142 views

How can I get applied mesh normals from a newly created mesh?

I'm working on an addon to distort the backsides of a mesh along a direction. I'm using a dot product with each vertex's normal to determine whether or not that vertex should or should not be affected,...
Andrew Combs's user avatar
2 votes
0 answers
86 views

Changing Normal Faces

I would like to know if there is a way to change normals faces orientation of a figure. I followed a tutorial for making leaves in a tree but it finishes with unity i think. here is a figure: he uses ...
Vincent Nicolle's user avatar
2 votes
0 answers
116 views

Problem with render layer (normal) in eevee

I have a material made up of two principled BSDFs separated by a mix shader which has a mask. The render works fine but when I see the render layer (normal) it only takes the normal map of the first ...
Sebastian Medrano's user avatar
2 votes
0 answers
131 views

Modifying Vertex Normals

I am trying to create foliage for my game. However, the shading is weird and unnatural. So, I went on to research how to fix this. I found this image on Polycount that explains how to fix the issue. ...
Aero9497's user avatar
2 votes
0 answers
197 views

Setting normals using Python API causes normals to reset

I have an extremely peculiar issue. Basically, as a test, I tried to set my mesh's custom normals to themselves. Nothing special. Should result in an identical mesh. However - This is what my mesh ...
Arf's user avatar
  • 31
2 votes
1 answer
28 views

A new created face does not sharing the old one shading information

I wish I could have a better topic title for this but I'm just a newbie and I don't know what people call it, so... I'm here with a short video to explain my problem. Here is the link: https://www....
Pollawat Dee-unkong's user avatar
2 votes
0 answers
232 views

What causes and how to fix shading artifacts on curved surface?

Here's what I'm talking about, I've been using boolean then tried to manually clean up topo to the best of my ability while trying to keep quads: Is it just bad topology or is there something else I ...
weittakes's user avatar
  • 140
2 votes
0 answers
117 views

Hard edges on sculpted mesh

I'm sure someone else has asked this question but I'm not sure exactly what to search for. I am trying to sculpt a tin-box kind of thing with smooth beveled edges around the corners. When I go into ...
Lane Matthew Weatherbee's user avatar
2 votes
0 answers
490 views

Baking through python

The script I have now imports an fbx, deletes the existing material and assigns a material that comes with the .blend scene. Then the idea is to bake out the cycles normal after, but I'm getting a ...
William Macleod's user avatar
2 votes
0 answers
244 views

Using a different normal for shadows and shading

I'm using modified vertex normals for making an anime-style toon shading. The thing is, if an object is placed between the light source and the object with modified normals, it's shadow hasn't got it'...
Sergio Diaz Esparza's user avatar
2 votes
0 answers
347 views

Why call calc_normals_split before acessing normals

When accessing normals from Mesh Loops, why do most export scripts I’ve seen, call calc_normals_split function? Isn’t this function used for custom normals? And why ...
user avatar
2 votes
0 answers
508 views

Normal map issue with subdivision surface

My mesh uses a subsurf modifier, but when I apply a material with a normal map to the mesh, Cycles seems to be using the low-poly version's normals, rather than the smooth, subdivided version's ...
Junkey McKrat's user avatar
2 votes
0 answers
111 views

Loss of details after baking normals, why?

I used the high poly mesh on the right and baked its normals on a low poly mesh, resulting in the model on the left. Despite the decent looking there was a big loss of details, which I can't fix by ...
Lucio's user avatar
  • 21
2 votes
0 answers
1k views

Strange result from baking normal map

I can't seem to figure out what is happening here. A bug possibly? I went from a normal bake result to this. The only thing that changed between the two bakes was the use of a mirror modifier on the ...
General Shrooms's user avatar
2 votes
0 answers
2k views

Normal map not baking properly--half of the model is baked in the wrong direction

New to blender, so I could be doing a lot wrong here. I've baked my normal maps in Cycles render, but parts of them are flipped the wrong way. There are awful seams on the tail and legs and I'm at a ...
ally's user avatar
  • 31
2 votes
1 answer
2k views

How to calculate intersection between two planes

I'm dipping my feet at Blender SDK, and I'm trying to calculate intersection between two planes: Created a default plane in center, duplicated, rotated second, scaled first, applied transforms; but I'...
Kabu's user avatar
  • 808
2 votes
0 answers
414 views

Using the Ocean modifier on a cylinder

I want to use the ocean modifier to displace a cylinder evenly, is there a way to do that? The best I got was for it to work but projected on a single axis, where the "front" is displaced correctly, ...
Percival's user avatar

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