Bộ Điều Chỉnh Pháp Tuyến Có Trọng Lượng

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.

Ghi chú

This modifier requires custom normals to be enabled, which can be done by enabling Auto Smooth in the Properties ‣ Object Data ‣ Normals.

Tùy Chọn

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Chế Độ Tính Trọng Lượng

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

Diện Tích Bề Mặt

Weight according to the area of the face that the normal originates. A larger area means that the normal from that face will get a higher weight in final result.

Góc Độ của Đỉnh

Weight according to the angle each face forms at the vertex. This is the method Blender uses by default when combining face normals to compute a vertex one.

Diện Tích Bề Mặt và Góc Độ

Weights are obtained by multiplying the face area and corner angle ones.

Trọng Lượng

Determines how strongly the weights are biased according to the face areas and/or corner angles, a bit like a contrast setting for a picture.

A value of 50 means all faces are weighted uniformly. More than 50 means faces with higher area or angles are given even more weight (more "contrast"). Less than 50 means faces with higher area or angles are given lesser weights (less "contrast").

Ngưỡng

A weight-rounding threshold which means that, if two angles or areas differ by less than that threshold, they will get equal weights.

Duy Trì sự Sắc Nhọn

Preserve sharp edges, though smoothing will still happen if there are multiple faces between any two sharp edges.

Tác Động Bề Mặt

Use face weights (weak, medium, or strong) as assigned by the Set Strength tool or by the Set Strength mode of a Bevel modifier.

Lấy ví dụ, nếu ba bề mặt gặp nhau tại một điểm đỉnh và có trọng lượng bề mặt là yếu, trung bình, và mạnh, rồi sau đó chỉ có pháp tuyến liên quan với bề mặt mạnh đã được sử dụng để đặt kết quả cuối cùng.

Nhóm Điểm Đỉnh

If a vertex group is specified, the modifier will only affect those vertices. The "arrow" button to its right will invert the selection (only affect the vertices not in the vertex group).