# Tag Info

## Hot answers tagged normals

Accepted

### Why multiply a normal?

A normal is pointing outwards of a geometry perpendicular to its plane (in case of a vertex the mean of its connected edges/faces) and it has a length of 1. The Offset in the Set Position node is what ...
• 33.8k

### One face is brighter in object mode despite normals looking correct

Your inner edge loop sourrounding the big face consist of 6 overlapping edge loops. To solve, select the big face, press Ctrl Numpad plus seven times to expand the selection until the outer face ...
• 28.5k
Accepted

### One face is brighter in object mode despite normals looking correct

Jiggling the face in question reveals it's not immediately connected to the surrounding face-loop: If you draw out the edge loops one by one, you can see the actual connected topology: As you can ...
• 78.1k
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### Use Geometry Nodes to Align Instances Along Mesh Edges with Instance Z-Axis Always Aligned to Perpendicular Ajacent Faces?

Although @quellenform 's solution works great in the given conditions it is slightly limited to applying it to different Mesh objects. Here is a slightly optimized and improved solution to the problem....
• 3,508
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### Normal vector of a face of a child object in global coordinates

matrix_world contains all information you need to go from object (local) coordinates to world (absolute) coordinates, including parenting. For the face centers, you ...
• 60.5k
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### Why seperating a sphere gives different shades?

The shading is determined by the split normals, you can display them in the Mesh Edit Mode Overlays panel (in the latest Blender versions). There's 1 split normal per vertex and its direction is ...
• 163k

### How can I display normals in Blender 2.8+?

Update for Blender 4.x The version 4.0 of Blender introduced a new menu for the Edit Mode overlays. So, like the previous versions of Blender, you go to Edit Mode on your object (by pressing Tab) and ...
Accepted

### Auto Smooth Angle Isn't Working As Expected

We don't have a file, so we can't see exactly what you're doing. Here's what I made: It works. The edges with face angles 45 degrees or greater are sharp. The edges with face angles less than that ...
• 25k
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### Unexpected kinks in mesh

Its caused by the bevel and subdivision modifier not having enough supporting geometry. Create a Loop Cut like so near the edge
Accepted

### Extracting selected face vertices uvs, coordinates, and split normal info in python

Below a commented code, using bpy.data api, that should correspond to all you asked: ...
• 60.5k
Accepted

### Why does the normal map bake darken the render?

Normal Map texture nodes should usually be set to either "Non-Color" or "Linear" color space. sRGB should never work for a correctly baked Normal map. Also, the Normal Map node ...
• 622
Accepted

### Is it possible to copy smooth vertex normal to the vertex Color channel?

You can use Geometry Nodes for that, with a very simple node tree: When you apply the Geometry Nodes modifier in the modifier stack, the new color attribute sm_norm...
Accepted

### Recalculate Normals outside works as flip Normals

When Blender has problems to orient all faces in a uniform way then this is usually an indicator that there is something wrong with your mesh and it is non-manifold - i.e. a geometry like that could ...
• 33.8k
Accepted

### backface culling not marking faces as red and blue

Backface culling is a feature that hides backfaces. It is not supposed to mark them in any way, but prevent them from being rendered. If you wish to show backfaces, you need to enable Face Orientation ...
• 26.2k

### Why multiply a normal?

This group shows all the signs of having been created 'The Artist's Way', by improvisation, trial and error, so, from a mathematical point of view, your puzzlement is perfectly reasonable. Normals The ...
• 78.1k
Accepted

### How to find the angle between surface normal and World Space Z up vector

We can find the green angle, in shader nodes, by taking the arccosine of the dot product of the world space normal and the world space up vector (which is, I imagine, 0,0,1, but if you're treating ...
• 25k
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### How to get correct curves from Mesh to Curve node?

When filleting the curve you generate points on top of each other which causes the spiky effect. To resolve it you need to temporarily convert the Curve to Mesh and Merge by Distance the overlapping ...
• 3,508
Accepted

### Is it possible to change the direction of vertex normals in 3.4?

You can use a normal edit modifier or a data transfer modifier to set custom normals. You've indicated you want your normals pointing straight up, so that's what I'll show. If you use a normal edit ...
• 25k

### Set Normal angle with Geometry Nodes set smooth node

the set smooth node needs a calcul to works perfectly
Accepted

### Modeling, why do surfaces look curved?

Go to Object Data Properties > Geometry Data and click on the button Clear Custom Split Normals Data. I do not know how you created the custom split normals (there are different possible ways), but ...
• 33.8k
Accepted

### How to check whether a mesh has Custom Split Normals layer data from python API

You can query that information with has_custom_normals ...
• 3,474

### How to create a fake light of this type when the normals that are directed to the light object?

You can do this by using two texture corrdinates and using the object coordinates of the light for one of them. Then simply Vector Math: Dot Product. Note: There is a small problem with this setup ...
• 2,175

### How to align object on normal vector between vertex and line

Let me make sure I understand, because it's kind of weird for streetlights: Here, we have a line that's been given a skin modifier for visibility, and cuboids that are aligned with the normal of that ...
• 25k
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### How to conform normal directions of a roof

Align $z$ to normal, then rotate $y$ around $z$ to point up:

### How to get correct curves from Mesh to Curve node?

Use this method if you, for some reason, do not want to convert the curve to mesh to merge by distance, and then convert back to curve $\hspace{15pt}$These distortions arise from sequences of two or ...
• 6,153

### GN: Instances on curve points and rotating based on surface's normals

That the cubes happen to align with the grid with no displacement is just an accident-- a broken clock right twice a day. We can see that with any arbitrary transform, the cubes don't follow the grid:...
• 25k

### How to find the angle between surface normal and World Space Z up vector

Assuming $\vec{e}_Z$ is the unitary world up "normal" and $\vec{n}$ is the unitary surface normal, use the cross product to get the sine of green angle $\theta$ as: \$\left| \sin{\theta} \...
• 5,207
Accepted

### How to move selected vertices along their normals in Edit mode by script?

In Edit Mode use bmesh: ...
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### Is there a way to rotate reflections of the mirrors in clockwise or anti clockwise by manipulating how the mirror reflect?

I was curious about doing this with a refraction mesh, rather than with the normals of a mirror, and I believe this may be what you're after: I'm doing some weird things in this "mirror tunnel&...
• 25k