Normals
Last updated
Last updated
Normals define the direction in which a surface faces, affecting shading, lighting, and rendering. By default, normals are rendered on one side of a face unless the double-sided material option is enabled. Properly configured normals help ensure accurate light reflections and prevent visual artifacts in rendering.
The Normals toolset provides options for adjusting the direction and smoothness of surface shading in a mesh.
Flip Normals — Reverses the direction of selected faces' normals. Useful for correcting incorrect shading or fixing inward-facing geometry.
Unify Normals — Aligns all selected normals to face the same direction. Helps resolve inconsistencies in surface orientation for uniform shading.
Smooth Threshold — Controls the angle at which normals are blended for smooth shading. Lower values maintain hard edges, while higher values create a smoother appearance between connected faces.