# Normals

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.<br>

* **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.

{% embed url="<https://vimeo.com/736558289>" %}


---

# Agent Instructions: Querying This Documentation

If you need additional information that is not directly available in this page, you can query the documentation dynamically by asking a question.

Perform an HTTP GET request on the current page URL with the `ask` query parameter:

```
GET https://help.vectary.com/documentation/design-process/edit-mode/normals.md?ask=<question>
```

The question should be specific, self-contained, and written in natural language.
The response will contain a direct answer to the question and relevant excerpts and sources from the documentation.

Use this mechanism when the answer is not explicitly present in the current page, you need clarification or additional context, or you want to retrieve related documentation sections.
