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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Flip Normals with Geometry Nodes

I have geometry being created through geometry nodes and I am am trying to flip the normals on this duplicate geometry. However, it appears that normals are a read only attribute in the geometry nodes....
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How can I bake a normal map with smooth, beveled, edges, when the low poly has sharp ~90° edges?

Background I have been trying to solve a seemingly simple problem with normal map baking in Blender 2.9 since last weekend. I wanted to make sure that I read and researched as much as possible before ...
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1answer
1k views

Vertex Normals different from loop normals

I'm writing a model exporter in Blender 2.77 and except from triangles and vertex positions, I also want their normals and tangents. As an example, I'm using a simple cube centered at the Origin (0,0,...
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446 views

Get image pixels from multiple viewer nodes

For Blender 2.81 and Cycles render. I want to access all of the following data passes from a Python script: Z Normal ...
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1answer
163 views

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 ...
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280 views

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 ...
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332 views

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 ...
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259 views

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 ...
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1answer
752 views

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 ...
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1answer
55 views

Apply -1 x scale (mirror) to object mesh and keep custom normals with python

I have meshes with custom face normals but they should be mirrored in the X axis. They are not perfectly symmetrical so I have to apply -1 to x scale. As I apply the scale with ...
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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, ...
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1answer
433 views

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 ...
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714 views

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 ...
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385 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 ...
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1answer
154 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 ...
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114 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 ...
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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, ...
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1answer
1k views

Retopology and baking normals for double-sided (thick) clothes from Marvellous Designer workflow

I apologize for wording stuff badly in advance. I can't work out an efficient workflow for creating clothes with thickness using Marvellous Designer and Blender that incorporates retopology and ...
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927 views

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 ...
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165 views

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 ...
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168 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 ...
3
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1answer
3k views

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: ...
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226 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 ...
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91 views

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 :(
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1k 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 ...
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31 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 ...
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0answers
40 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,...
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40 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 ...
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50 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 ...
2
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1answer
157 views

Make fresnel visible only from a side of the mesh in eevee

I used this fresnel setup on top of my shader to create a artificial rim light effect But of course fresnel is applied around the entire object, is there a way to control the sides of the object it ...
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44 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. ...
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59 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 ...
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1answer
23 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....
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0answers
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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 ...
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0answers
18 views

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 ...
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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 ...
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0answers
251 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 ...
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0answers
175 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 ...
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0answers
55 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 ...
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0answers
737 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 ...
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0answers
983 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 ...
2
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1answer
1k 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'...
2
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1answer
2k views

Is there a way to mirror faces without the normals being flipped?

I need to create a mirrored version of my mesh. In edit mode I press M plus the axis. But the normals on the mirrored faces are flipped, so I have to select all faces and recalculate/flip the normals. ...
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0answers
310 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, ...
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0answers
166 views

How do you affect only shaded areas in Blender Cycles?

I am trying to make a pyramid shaped planet, and want to make the shadowed areas use a different texture (with city lights) than the areas in the light. I have tried using the normals node, but it ...
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0answers
444 views

Normal Map difference in blender and other soft

I created a low poly object, and a high poly object (beveled). We bake the normal map in Blender. When displayed in Blender it works well, but in other programs (3ds Max / Substance Painter) the low ...
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0answers
413 views

Rendering pixel-wise normals as RGB colors - artifacts

I am dealing with the following problem. I have a fixed camera and the mesh representing a surface. I use the cloth simulator and wind source in order to generate various shapes of the mesh. For each ...
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0answers
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Make a car drive perpendicular to normals on certain surfaces given certain conditionsin BGE

What I have in mind is to make a car I made (using the car physics, the one with the rigid body and non-solid wheels) be able to drive up steep surfaces and go around loops and corkscrews and other ...
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0answers
206 views

strange bleedthrough in normal map baking (cycles, cage)

I am using a cycles cage bake for the normal map for a LP hammer. The normal map has some strange shapes for the "nobs" on the top of the hammer. As you can see the red nobs are mirrored on the other ...
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0answers
1k views

Too much aliasing on normal map

I have these two models: As you can see, they're the same base, but one has a lace running on the hilt. Now I baked a normal map (because the lace is about 120k poly, pretty impractical I think), ...

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