What the heck are HARDENED NORMALS? And when do I use them?

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  • Опубліковано 7 лис 2024

КОМЕНТАРІ • 22

  • @evolvedant
    @evolvedant Рік тому +19

    I've been using Blender for many years, but this is the first time someone explained split normals, how they work, the difference between using hard normals, and clearing split normals, in such a clear and concise way that also perfectly illustrated the point. Great job, really appreciate it.

  • @realninjawatcher
    @realninjawatcher Рік тому +1

    I fucking love you man. FINALLY someone went over this topic. So many times i've applied hardened normals and went to re-bevel an area and it caused split normals and never knew how to clear it. Fucking Thank You, thats all I want to say.

  • @rossknowles5608
    @rossknowles5608 2 місяці тому

    excellent approach to these confusing technical details. instant subscribe. I wish all online guides could be this clear.

  • @SewerTapes
    @SewerTapes Рік тому

    This morning was my first time checking the Harden Normals box in the bevel popup menu. Saw the shading change, didn't understand why, Googled it, and this video came up. I had no real working knowledge of the relationship between face and vertex normals, or what Shade Smooth actually does to pull off its effect. Thank you for this demonstration, I found it highly informative. Happy to subscribe.

  • @michaeljburt
    @michaeljburt Рік тому

    Fantastic video! So bizarre... just last night I had to google "why is my auto shade setting disabled" and it was because of custom split normals after using the harden normals setting! Great content.

  • @repositorytutorial3d50
    @repositorytutorial3d50 Рік тому

    GOLDEN CONTENT, thank you for this great overview of this very important but little expleined topic

  • @vstreet7583
    @vstreet7583 Рік тому

    Another great explanation. I think I will need another week or two to explore the wonders of your channel. Thank you. Dg

  • @Puckerization
    @Puckerization Рік тому +2

    Beautifully explained...thank you!

  • @root0062
    @root0062 Рік тому +1

    Very greatfull for your explanations/lessons. Thank you 🙏

  • @zillaquazar
    @zillaquazar Рік тому +1

    Thankyou for going into such detail and explaing it all with elegance. I have subscribed because i see you have a lot to offer the blender community.

  • @IrocZIV
    @IrocZIV Рік тому +1

    I like the detailed explanations.

  • @mahrcheen
    @mahrcheen Місяць тому

    This was great!

  • @Atimo133
    @Atimo133 Рік тому

    As always
    Great insight!!
    Thank you Christopher!

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 Рік тому +1

    0:31 The technique is called “Phong shading”. Named for, and invented by, early CG pioneer Bui-Tuong Phong, who unfortunately died very young.

  • @gottagowork
    @gottagowork 10 місяців тому

    Because it adds islands for "Geometry/Random per Island", there are times you may want to avoid Harden Normals also for the Bevel Modifier and use Weighted Normals instead. Also, if you "can live with" using superelllipse at 0.75 (instead of 0.5 which creates a circular bevel), you end up with improved shading due to better curvature continuity (at 0.5 it's only tangent continuous) which also holds the "desired hard face" better. Can be an option if also Weighted Normals gets too wonky to use. The extra holding edge is probably the safest, I don't understand why this option isn't available in the bevel modifier itself.

  • @YCai-pi7zu
    @YCai-pi7zu Рік тому +4

    so what you are saying is don't use harden normal in a destructive workflow and do use it in a non-destructive work flow, right?

    • @christopher3d475
      @christopher3d475  Рік тому +1

      Yeah, that's a succinct way of putting it.

    • @christopher3d475
      @christopher3d475  Рік тому

      I should say too that if you are doing direct polygon modeling, meaning you're going to model the same polygons that are going to be rendered (not using SDS), using hardened normals can work. It's kind of context driven, but in general don't use them with SDS unless you're also coupling them with an edge crease.

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 Рік тому

      Just a thought: the Bevel modifier has the option of letting you use a custom profile. So you could produce the effect of those additional support loops if you want.

  • @owenlloyd2528
    @owenlloyd2528 Рік тому

    Thank you

  • @samduss4193
    @samduss4193 11 місяців тому

    autogenerated and baked in.. that is where i got lost lol

  • @sebbosebbo9794
    @sebbosebbo9794 Рік тому

    what can I say..nailed....stable.....again...
    💣💥🗯💭💨💪🖖
    question me what all this means for...
    Game engine models
    Low & Highpoly bakeing(texturing
    (normals, bumpmap, Ao maps,or Mix auto normals with a ready normal map etc.. ))
    what means this Cycle vs Evee renders high low poly models. . .etc., etc.,etc,.
    p.s. the rabbit hole is open 😎🧐🤔🤯😱🥵