.. _bpy.types.NormalEditModifier: ******************** Normal Edit Modifier ******************** The Normal Edit Modifier affects (or generates) custom normals. It uses a few simple parametric methods to compute normals (quite useful in game development and architecture areas), and mixes back those generated normals with existing ones. .. (todo add) nice image Options ======= .. figure:: /images/modeling_modifiers_modify_normal-edit_panel.png Normal Edit Modifier. Mode Radial Radial aligns normals with the (origin, vertex coordinates) vector, in other words all normals seems to radiate from the given center point, as if they were emitted from an ellipsoid surface. Directional Directional makes all normals point (converge) towards a given target object. Target Object Uses this object's center as reference point when generating normals. Optional in *Radial* mode, mandatory in *Directional* one. Parallel Normals Makes all normals parallel to the line between both objects' centers, instead of converging towards target's center. Only relevant in *Directional* mode. Offset Gives modified object's center an offset before using it to generate normals. Only relevant in *Radial* mode if no *Target Object* is set, and in *Directional* mode when *Parallel Normals* is set. Mix Mode -------- Mix Mode How to affect existing normals with newly generated ones. Note the *Multiply* option is **not** a cross product, but a mere component-by-component multiplication. Mix Factor How much of the generated normals get mixed into existing ones. Vertex Group Allows per-item fine control of the mix factor. Vertex group influence can be reverted using the small "arrow" button to the right. Max Angle (Todo) .. https://developer.blender.org/rBac7feaed3d4d Lock Polygon Normals (padlock icon) (Todo) .. https://developer.blender.org/rB0eb324671315 Usage ===== This modifier can be used to quickly generate radial normals for low-poly tree foliage or "fix" shading of toon-like rendering by partially bending default normals... The only mandatory prerequisite to use it is to enable *Auto Smooth* option in Mesh properties, *Normals* panel. .. tip:: More complex normal manipulations can be achieved by copying normals from one mesh to another, see the :doc:`Data Transfer Modifier `. Example ======= .. figure:: /images/modeling_modifiers_modify_normal-edit_example.jpg :width: 680px Examples of edit custom normals to point towards a given direction, see `example blend-file `__. The left tree mesh has unmodified normals, while on the right one a *Normal Edit* modifier is used to bend them towards the camera. This shading trick is often used in games to fake scattering in trees and other vegetation.