Editing Normals

The Normals menu can be accessed as a popover by pressing Alt-N.

Most of the operators in this menu work with custom split normals, which are normal vectors that belong to face corners (not vertices). Selecting these corners can be done in multiple ways:

  • If the selection mode is set to Vertex or Edge, selecting a vertex or edge also selects the nearest corners of the faces it's part of.

  • If the selection mode is Face, selecting a face also selects its corners.

  • If both the Vertex and Face modes are enabled, selecting a vertex and then adding a face will select just the matching face corner.

  • Similar to the above, if both the Edge and Face modes are enabled, selecting an edge and then adding a face will select just the two matching face corners.

参考

Flip(反転)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Flip(反転)

Changes the orientation of the selected faces, turning their "front side" into their "back side" and vice versa. This does not affect custom split normals.

The 3D Viewport's Face Orientation(面の向き) overlay is useful for quickly spotting faces that are oriented the wrong way.

Recalculate(面の向きを揃える)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Recalculate Outside(面の向きを外側に揃える)Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Recalculate Inside(面の向きを内側に揃える)

ショートカットキー:

Shift-N and Shift-Ctrl-N

Flips the orientation of the selected faces where necessary, making them all point outward (or inward). The mesh does not need to be a closed volume for this.

As with Flip, this operation does not affect custom split normals.

Set from Faces(面から設定)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Set from Faces(面から設定)

Sets the custom split normals of each selected vertex to the average normal of its surrounding selected faces.

Keep Sharp Edges

When checked, face corners that are part of a Sharp edge will keep their original custom normal.

Rotate(回転)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Rotate(回転)

ショートカットキー:

R followed by N

Tool for rotating the custom split normals of the selected face corners by moving the mouse. Click LMB to confirm or RMB to cancel.

Point to Target(ターゲットの方へ)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Point to Target(ターゲットの方へ)

ショートカットキー:

Alt-L

Makes the custom split normals of the selected face corners point at a certain target. After clicking the menu item or pressing the keyboard shortcut, choose the target by pressing one of the following keys (also shown in the status bar):

  • M for the mouse cursor.

  • L for the Pivot Point.

  • O for the object origin.

  • Ctrl-LMB for the 3D Cursor(3Dカーソル). This also changes the location of the Cursor.

  • Ctrl-RMB for a certain vertex, edge, or face. Make sure not to click a space where there's no geometry, as doing so will extrude the selection instead.

In addition, the following options are available:

Invert(反転) I

Make the normals point away from the target instead.

Align(整列) A

All normals will point in the same direction: from the average position of the selected vertices to the target.

Spherize(球体化) S

Interpolate between each normal's original and new orientation. The interpolation value can be set in the Adjust Last Operation(最後の操作を調整) panel after confirming the operator.

Reset(リセット) R

Reset the custom normals to what they were when the operation started.

After configuring the normals, press LMB or Return to confirm. The above options can then still be changed in the Adjust Last Operation panel.

Merge(マージ)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Merge(マージ)

Applies smooth shading to the selected faces and clears the Sharp mark for the selected edges. Then, at each selected vertex, sets the custom normals that are part of a smooth-shaded face to their average orientation. (Custom normals that are part of a flat-shaded face are left unchanged.)

To average the custom normals regardless of face selection, use the Average(平均) operator.

Split(分割)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Split(分割)

Applies flat shading to the selected faces and marks the selected edges as Sharp. Then, at each selected vertex, sets each custom normal that's part of a flat-shaded face to the normal of that face. (Custom normals that are part of a smooth-shaded face are set to the average of the normals of those faces.)

Average(平均)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Average(平均)

For each selected vertex, divides the connected face corners into groups based on Sharp edges, then sets the custom normals of the face corners in each group to a certain average. The Adjust Last Operation(最後の操作を調整) panel has the following options:

Type(タイプ)
Custom Normal(カスタム法線):

Set the custom normals of the face corners in each group to their average.

Face Area(面積):

Set the custom normals of the face corners in each group to a weighted average of their face normals. The weights are determined by face area: larger faces have more influence on the final normal.

Corner Angle(コーナー角度):

Like Face Area, except the weights are determined by the face corner angles.

Weight(ウェイト)

If the Type is set to Face Area or Corner Angle, the Weight influences which face normals the averaged normal leans towards. If it's 50, a simple weighted average is used. If it's 100, the averaged normal is based solely on the faces with the largest area (or corners with the largest angle). If it's 1, the normal is based solely on the faces with the smallest area (or corners with the smallest angle).

Threshold(しきい値)

Tolerance value for treating face areas (or corner angles) as equal.

../../../../_images/modeling_meshes_editing_mesh_normals_average.png

Averaging the custom normals for two vertices. The top vertex has two groups of faces separated by Sharp edges, so two separate averages are calculated. The bottom vertex has no Sharp edges, so only one average is calculated.

参考

The Weighted Normal(重み付き法線)モディファイアー does this non-destructively.

Copy Vector

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh ‣ Normals ‣ Copy Vector

Copies a single normal vector to an internal clipboard:

  • If a face is selected, its normal is copied.

  • If a vertex is selected, its normal is copied, but only if all its custom split normals are the same.

  • If a face corner is selected, its custom split normal is copied.

Paste Vector

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh ‣ Normals ‣ Paste Vector

Pastes the previously copied normal vector onto the selected face corners. The Adjust Last Operation(最後の操作を調整) panel has the following option:

Absolute Coordinates

When enabled, sets the custom split normals of the selected face corners to the pasted normal. When disabled, adds the pasted normal as an offset.

Smooth Vectors(ベクトルをスムーズに)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Smooth Vectors(ベクトルをスムーズに)

Smooths out the custom normals of each selected vertex by averaging with the normals at neighboring vertices. The Adjust Last Operation(最後の操作を調整) panel has the following option:

Factor(係数)

Smoothing strength. Specifically, this is the interpolation value between the original normals and the averaged ones.

Reset Vectors(ベクトルをリセット)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Reset Vectors(ベクトルをリセット)

Resets the custom normals of the selected face corners to their default.

Select by Face Strength(面の強さで選択)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Select by Face Strength(面の強さで選択)

Selects the faces that have a specific Strength (Weak, Medium, or Strong) and deselects the others.

This property is used by the Weighted Normal(重み付き法線)モディファイアー if its Face Influence setting is enabled.

Set Face Strength(面の強さを設定)

参照

Mode(モード):

Edit Mode(編集モード)

Menu(メニュー):

Mesh(メッシュ) ‣ Normals(ノーマル) ‣ Set Face Strength(面の強さを設定)

Sets the Strength of the selected faces to Weak, Medium, or Strong. By default, all faces have a strength of Medium.

This property is used by the Weighted Normal(重み付き法線)モディファイアー if its Face Influence setting is enabled.