Weighted Normal Modifier

This modifier changes the custom normals of a mesh, using various selectable methods. This can be useful to make some faces appear very flat during shading, among other effects. See Normals for a description of normals and custom normals.

Bemerkung

This modifier requires custom normals to be enabled, which can be done by enabling Auto Smooth in the Mesh Properties panel. See Normals.

Options

Weighting Mode

The normals around a vertex will be combined to create a custom (per-face-at-a-vertex) normal using various weights for each. The Weighting Mode defines how to compute the weights.

Face Area
Weight according to the area of the face that the normal originates. A larger area means that the normal will get a higher weight.
Corner Angle
Weight according to the angle each face forms at the vertex. This is the method Blender uses by default when combining normals at a vertex.
Face Area and Angle
Weights are obtained by multiplying the face area and corner angle.
Weight
Determines how strongly the weights are biased according to the face areas and/or corner angles. A value of 50 means all faces are weighted equally. More than 50 means faces with higher area or angles are given even more weight. Less than 50 means faces with higher area or angles are given lesser weights.
Threshold
A weight-rounding threshold which means that: if two angles or areas differ by less than the threshold then they will get equal weights.
Vertex Group
If a vertex group is specified, the modifier will only affect those vertices. The button beside the data ID will invert the selection (only affect the vertices not in the vertex group).
Keep Sharp
With this option enabled the modifier tries to preserve sharp edges, though smoothing will still happen if there are multiple faces between any two sharp edges.
Face Influence
Use face weights (weak, medium, or strong) as assigned by Custom Normal Tools or by the Set Strength Mode of a Bevel modifier. 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. See the Set Strength tool in Normals for how to set the face strengths.