The Normal Edit Modifier can be used to edit normals. The Weighted Normal Modifier can be used to affect normals by various methods, including Face Strength see below. You can also copy normals from another mesh using Data Transfer operator or modifier. As seen in the previous sections, polygons are central to Blender.
Most objects are represented by polygons and truly curved objects are often approximated by polygon meshes.
When rendering images, you may notice that these polygons appear as a series of small, flat faces. Sometimes this is a desirable effect, but usually we want our objects to look nice and smooth. The easiest way is to set an entire object as smooth or faceted by selecting a mesh object, and in Object Modeselect Shade Smooth in the Object menu.
Notice that the outline of the object is still strongly faceted. Select the Shade Flat item in the Object menu to revert the shading back normals will be constant to that shown in the first image above.
Alternatively, you can choose which faces to smooth by entering Edit Modethen selecting some faces and picking Shade Smooth from the Face Menu. The Auto Smooth option is a quick and easy way to combine smooth and faceted faces in the same object. Another way to affect normals is to set a Face Strength on the faces of the model. The idea is that the Weighted Normal Modifier can be set to pay attention to the Face Strength as follows: when combining the normals that meet at a vertex, only the faces with the strongest Face Strength will contribute to the final value.
For example, if three faces meet at a vertex and have the face weights weak, medium, and strong, then only the normal associated with the strong face will be used to set the final result. This will reverse the normals direction of all selected faces. Note that this allows you to precisely control the direction not the orientation, which is always perpendicular to the face of your normals, as only the selected faces are flipped. Ctrl-N and Shift-Ctrl-N. These tools will recalculate the normals of selected faces so that they point outside respectively inside the volume that the face belongs to.
The volume does not need to be closed; inside and outside are determined by the angles with adjacent faces. This means that the face of interest must be adjacent to at least one non-coplanar other face.
For example, with a Grid primitive, recalculating normals does not have a meaningful result. This is an interactive tool. As you move the mouse around, the selected normals are rotated. All selected normals are set to point from their vertex to the target after confirmed by Return or LMB.
A mesh item selection set by this click Ctrl-RMB. Split the normals at all selected vertices so that there are separate normals for each face, pointing in the same direction as those faces. Use the submenu to pick one of WeakMediumor Strong. Then this tool selects those faces that have the chosen face strength. Then this tool changes the Face Strength of currently selected faces to the chosen face strength. Blender 2. Sample blend-file.
See also The Auto Smooth option is a quick and easy way to combine smooth and faceted faces in the same object.Use the slider or enter a value to set the angle. Angles greater than the current value render hard; angles less than the current value render soft. Lets you set vertex normals to the same direction as the face normals. Manipulates vertex normals to change the appearance of shaded polygons to render with a hardened appearance. Harden Edge sets the Normal angle to 0 degrees, making all selected edges render hard.
Manipulates vertex normals to change the appearance of shaded polygons to render with a softened appearance.
Soften Edge sets the Normal angle to degrees, making all selected edges render soft. Locks vertex normals. Normals have a direct effect on the appearance of shaded polygons. You can modify their appearance by first unlocking, editing the normals, and then locking them.
This means that if you change a vertex position, normals do not change position. Lets you adjust the user-defined normal of a vertex or several selected vertices using a manipulator. For example, you can make sharp edges appear smoother or adjust the lighting on a polygonal object by modifying the direction of the vertex normal.
Editing the vertex normal with this tool overrides the existing Maya normals for the mesh and locks the user-defined normal you set. Assigns selected objects to existing bake-sets. A list of existing bake-sets is displayed in the drop-down list for selection. Displays the Attribute Editor with the currently assigned bake set tab displayed so you can edit any bake set attributes. Toggle Display Colors Attribute turns the Display Colors attribute located in the Mesh Component Display tab of the shape node on or off for the currently selected polygon mesh.
Turning on the Display Colors attribute lets you view the color per vertex information as well as any assigned shaders on a polygonal mesh when the display is set to shaded mode. The default Display colors setting for any object is off until color per vertex information is applied. If you do not want to view color per vertex information for any new polygon objects in your scene while viewing in shaded mode, turn Toggle Display Colors Attribute off. The Color Material Channel option determines the interaction between existing material channels and the vertex colors you assign.
For all options other than None, lighting affects the object's shading. Normals Average Averages the directions of vertex normals. This affects the appearance of shaded polygons. Conform Unifies the direction of the surface normals for a selected polygon mesh. The resulting direction of the surface normals will be based on the direction that is shared by the majority of the faces on the mesh.
See Edit the vertex normals to affect polygon shading. Reverse Reverses the normals on the selected polygons. You can also specify whether or not the user-defined normals get reversed. Set Normal Angle Lets you manipulate the shaded appearance of polygons by specifying an angle value for the normals. Set to Face Lets you set vertex normals to the same direction as the face normals.This tutorial covers normals, what they are, where they're used, locked vs unlocked, and reversed normals issues.
Every vertex has a normal. Normals define the way the model is shaded, how its built, which faces are facing outwards, what's the front and back of the surface, etc. Without normals, all your models would be silhouettes. Step one - Download twospheres. Step two - Open the file in Maya and go to smooth shading display. We're going to use these spheres to show the difference between the normals. Notice how the sphere on the left seems to have more jagged edges, while the sphere on the right is smooth.
The geometry is exactly the same. This is where normals come in. The sphere on the left has its normal angle set to 0 degrees. The sphere on the right has its normal angle set to degrees the maximum normal angle is because once you go past it will go back to 0. The way these numbers define the way the surfaces look is because they define the way the shading bends over the geometry.
The normal angle specifies what angles will be "hard", what angles will be "soft". Step one - Download angles. We have a poly plane that's been shaped to have different angles. We have a 90 degree angle, a 45 degree angle, and a degree angle.
Set the angle to Now click OK. Go to the vertex edit normals tool to view the normals. Our 45 degree angle now has soft normals. That's because it's less than 46 degrees.Discussion in ' General Graphics ' started by fildaxMar 15, Search Unity.
Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale has begun! Unite Now has started! Come level up your Unity skills and knowledge. Maya to Unity, broken normals on part of skinned mesh. Joined: Apr 7, Posts: Hi, I have this strange issue with normals and cant get it to work correctly.
Normals > Reverse
I have model created in maya. I import it to mixamo for some quick base skinning. When I then import that mixamo model straight to unity everything is fine. I tried locking normals, deleting history, deleting nondeform, and it just make no sense. This is how my model looks on first export: in maya its okay even in vertex normal debug in unity its wrong. BUT if I unlock normals, and harden all edges it looks like this: in maya, all edges are hard and its just wrong, in unity everything is as it should be when I export smooth normals.
Using LTS. Also, when I take that FBX which looks fine in unity from second image and import it back to maya and export it back to unity, its broken again. It basically takes me back to image 1. Joined: Jul 4, Posts: Pretty sure it's due to a known Maya fbx import bug. Certain versions of Maya won't import normals of skinned geo from fbx.
Thanks for tip! At the end, I solved it by exporting problematic object to obj and importing back to maya before sending to mixamo. Would you mind to explain how exactly to use that command? I should use it before importing FBX from mixamo, right?Search Unity. Log in Create a Unity ID. Unity Forum. Forums Quick Links. Asset Store Spring Sale has begun! Unite Now has started! Come level up your Unity skills and knowledge. Joined: Jun 17, Posts: Hi, I import an object via.
Then I attach the hands to the new character, weld the vertices, etc. But when I go into unity the hands have black normals.
The normals were unlocked in maya and softened. I've tried every option under 'normals' menu and there is nothing that solves this issue. I think it is a bug with unity. VireJun 21, Joined: Apr 24, Posts: What exactly do you mean by "black normals"? Maybe a screenshot will help.
GlockenbeatJun 22, Hi thanks for the response. This character has dark skin so it's a little hard to see, so look closely. This occurs on any and all characters that have imported objects, not just on this one. VireJun 22, Joined: Nov 25, Posts: Then select all the faces of the hand.Reverses the normals on the selected polygons. You can also specify whether or not the user-defined normals get reversed.
Specifies what elements have their normals reversed. Maya reverses the normals on the selected faces. This is the default setting. Maya reverses the normals on the selected faces and then extracts, or splits the vertices. To avoid creating non-manifold geometry, use the Select facesthen extract option. This option splits vertices so as not to create non-manifold geometry. Maya reverses the normals on all selected or unselected faces in the shell. Specifies whether or not user-defined normals are affected by the Reverse operation.
Specifies that User-defined normals are not reversed when using the Reverse feature. The default setting is off. Specifies that user-defined normals are reversed when using the Reverse feature. Selected faces Maya reverses the normals on the selected faces.
Normals > Vertex Normal Edit Tool
Selected faces, then extract Maya reverses the normals on the selected faces and then extracts, or splits the vertices. Note: The Reverse option can result in non-manifold geometry, where polygons that share an edge have reversed normals. Some tools cannot work with non-manifold geometry. See Clean up, simplify, or validate meshes. User Normals Specifies whether or not user-defined normals are affected by the Reverse operation. Preserve user normals direction Specifies that User-defined normals are not reversed when using the Reverse feature.
Reverse user normals Specifies that user-defined normals are reversed when using the Reverse feature. Parent topic: Normals.Toggle navigation Polycount. Author: griffitii. Sep Hey all, I've been having a on-going issue with the whole process of editing or exporting models that have locked normals and importing them into 3DSMax where I use a plugin that is meant for quickly compiling the models to source without having to manually write and QCs or anything.
My biggest issue is that when I have a situation where I have locked normals IE: importing any obj into maya which locks the normals automatically, a pain the normals can't be edited unless you click "unlock normals" which completely resets all smoothing that was done and pretty much means if i want to edit the normals I will have to completely redo them all over again and this is VERY tedious on more complex models. When the normals are locked they also dont ever want to export correctly in the final product when they are compiled into the source engine via the 3DS Max plugin The normals appear to look fine in 3DS Max viewport but if you look into smoothing group info it shows it has none.
This brings me to my question of how would one go about unlocking normals on a model in Maya while retaining all the smoothing that was done to them before said unlock that destroys the smoothing.
How to display normals in Blender
I would deeply appreciate this! I'm also curious about this. Hmm, this is how every other thread I've seen talking about mayas locked normals issue ends up. Nobody replys with any answers.
It seems that either I'm skipping over some easy remedy which if I am, please do tell or not enough people are having this issue that they want to fix it.
Or I guess that its simply currently too hard to do With the FBX format, you can import an object with the normals unlocked. By default they're locked on import, but there's an option in the geometry rollout of the importer to unlock them. This, however, may not have been the solution you're looking for.
Or export the model directly from maya.
If you don't mind me asking, what software are you exporting the. I'm trying to picture the situation where you would custom edit the normals in Maya or another app, export as an. There's aren't any smoothing group ids because the. It uses explicit vertex normals. AFAIK, to have smoothing group ids assigned on import in 3DS Max, the file format needs to support it and the exporting app has to use it. In Max, you can have explicit normals, that's why it looks fine in the viewport. If it doesn't look correct in the Source Engine, perhaps the issue is with the plugin?
Is it using smoothing groups to derive normals? I use OBJs with 3rd party software for ease of use uv-unwrapping and such. There are also many senarios where an OBJ format can come into play like old models you had exported to obj and then say your hard drive messed up and you have a bunch of OBJ's as the only copy and the normals are locked on them.
Imagine if the said normals are rediculously complicated too. Also, when I am collaborating with people online and we had used the OBJ format. Importing SMD's. The list goes on. Also, I dont try to use OBJ for exporting to max from maya. I have been using the FBX format which works when the normals arnt locked just fine from Maya to Max. Its when the normals are locked is when I have issues.
This is why I need to figure out how to successfully unlock the normals inside of maya on an already locked model. If you're using another program to unwrap after editing the normals, while using the.
As for editing the normals of objects that only exist in. The FBX format doesn't retain 'locked' or 'unlocked' information, afaik. It should make no difference when you export. You can see this for yourself by creating a simple shape.