Blender: Understanding Custom Split Normals

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  • Опубліковано 2 жов 2024
  • A quick video on why custom split normals can give one a headache, and how to fix it.

КОМЕНТАРІ • 51

  • @bohdan_lvov
    @bohdan_lvov 3 роки тому +7

    Low poly artists are gonna love it!

  • @digitalmc
    @digitalmc 2 роки тому +2

    Exactly what I was looking for. Thanks for the short and to the point tutorial. Cheers.

  • @AdamJanz3D
    @AdamJanz3D 2 роки тому +4

    Extremely useful info! Thanks so much for sharing this.

  • @andersenball7595
    @andersenball7595 3 роки тому

    Was working on a ship of the line/ man of war ship. Was using bool tool to make windows, was left with really bad shading artifacts. This video saved me from a massive headache.

  • @TheJdumoulin
    @TheJdumoulin 2 роки тому +3

    Thank you. I've been trying to solve a weird shiny-like texture that was showing up on only a few faces and nothing I found was working. Everything was saying to apply auto smooth (which already was applied) and change the angle. Except I couldn't do that because of a custom face normal on my imported object. Except even removing that and changing the auto smooth angle wasn't fixing the faces that were affected by my issue. *THIS* did. So thank you a lot. I was going nuts.

  • @sumerjacob850
    @sumerjacob850 3 роки тому

    I was asked to watch your kit op to learn and this is so much more thx

  • @yikescloud
    @yikescloud 2 роки тому

    Wow ,this trick is amazing! Never watch that on any other tutorial

  • @-Belshazzar-
    @-Belshazzar- 3 роки тому +1

    i think there is no meaning to shade smooth or shade flat if you set auto smooth plus add a weighted normal modifier since it’s overriding the smooth setting anyway

  • @ethersplatzone
    @ethersplatzone 2 місяці тому

    Thanks for this! It's still a bit hard to understand for a beginners like me, though now i now it's not me who messed up the mesh😅

  • @traveler4879
    @traveler4879 4 місяці тому

    this PERFECTLY solves my problem, tysm good sir

  • @khalatelomara
    @khalatelomara 2 роки тому

    Great Video as usual
    But I had a question which brought me here 😀
    How I can clear split normals for multiple objects at once ? specially for large projects it is quite tedious to go to properties and do the thing
    even if we are going to script that how I can apply a line of python to multiple objects ? as the line of this operator just got applied to the active object only

    • @ChippWalters
      @ChippWalters  2 роки тому

      Select all the objects and then alt click on clear custom normals.

  • @minijank9959
    @minijank9959 2 роки тому +1

    You are a lifesaver; my textures were going crazy, thanks for making this video.

  • @oalfernandes
    @oalfernandes 3 роки тому +2

    Great tips. Thanks!

  • @unknownBoy85lover
    @unknownBoy85lover 4 місяці тому

    Thank you sir very useful

  • @ramf245
    @ramf245 8 місяців тому

    this is really useful for low poly modeling!

  • @randmanq
    @randmanq 3 роки тому +1

    Already got this down for the most part, just here to say hey chip! I've finally mastered factory mode, once I'm done the big scene I'll release all my custom stuff for people. I'd love to see what people do with them, I also have quite a large decal collection. I had like a 2 week obsession/binge with creating decals to work seamlessly with kitops and of course fluent.
    The combo/workflow of both plugins is literally all you need for modelling, even just kit ops alone will do it. Fluent is just the powerful and tasty icing on the cake you could say lol. Plus he's also a super nice and helpful guy, I'd be surprised if you didn't already know him well

    • @ChippWalters
      @ChippWalters  3 роки тому

      Yes, he's a great guy. Thanks for sharing!

  • @yagotav5719
    @yagotav5719 10 місяців тому

    THIS IS GREAT! Thanks a lot!

  • @chrisgames4072
    @chrisgames4072 3 роки тому +1

    Saved my life thanks! 😉

  • @fullyleaded
    @fullyleaded Рік тому

    If the normals are exactly the same before and after adding the Weighted Normals modifier then what is it actually doing?

    • @fullyleaded
      @fullyleaded Рік тому

      Sorry I just did a little test and actually if you apply the Weighted Normal modifier the 'vertex-per-face' normals are effected and are different. So thats what causes the shading to be different.

    • @jawadaitlechguer1167
      @jawadaitlechguer1167 5 місяців тому

      @@fullyleaded i don't see them changing !!

    • @fullyleaded
      @fullyleaded 5 місяців тому

      @@jawadaitlechguer1167 which version of blender are you using?

  • @nurb2kea
    @nurb2kea 3 роки тому +1

    Nice one, thank you ! :-)

  • @Tzarckoff
    @Tzarckoff 3 роки тому

    Thanks a lot!

  • @pyrotechnick420
    @pyrotechnick420 2 роки тому

    Yea so my question I guess was when I receive a model that already has custom split normals data and I have to edit it, I cannot recreate the original normals data and the model always has the wrong shading

    • @ChippWalters
      @ChippWalters  2 роки тому

      You need to clear the custom normals first.

    • @pyrotechnick420
      @pyrotechnick420 2 роки тому

      @@ChippWalters I understand that part, but I'm at a loss how to get the mesh to look like it did before I started editing it. Does the weighted normals modifier automatically fix this problem? I didn't see you mess with any of the modifier parameters

    • @ChippWalters
      @ChippWalters  2 роки тому

      @@pyrotechnick420 try adding a weighted normal modifier at the very end of the modifier stack and make sure you keep sharp settings and you can also play with some of the other waited normal modifier settings to see if it doesn't help.

    • @pyrotechnick420
      @pyrotechnick420 2 роки тому

      @@ChippWalters Okay thank you for responding, I'll give this a try. You've been extremely helpful 👍

  • @angelosetticasi
    @angelosetticasi 3 роки тому

    Really thanks for sharing this trick, I'm struggling some times with this problem, now I understood

  • @JustCurious-ou6gn
    @JustCurious-ou6gn 3 роки тому

    I add the same material to two object. However, one object is slightly darker. I don't want that.
    How can I change it to the same settings of the same material?

    • @ChippWalters
      @ChippWalters  3 роки тому

      Just apply the same material to both objects

    • @JustCurious-ou6gn
      @JustCurious-ou6gn 3 роки тому

      @@ChippWalters I did but the other one is darker. I tried a different material but it was the same thing: one darker and one lighter.
      I tried to recalculated it, outside and inside. That didn't change anything. I also tried to flip the normals..

    • @ChippWalters
      @ChippWalters  3 роки тому

      @@JustCurious-ou6gn head over to cw1.me/discord and post your file and I'll take a look at it and let you know what the issue is.

    • @JustCurious-ou6gn
      @JustCurious-ou6gn 3 роки тому

      @@ChippWalters Thank you for taking the time. I'll go there

  • @georgetherat3345
    @georgetherat3345 3 роки тому

    Wow! This really helps. Thanks for this.

  • @Юра-х4х
    @Юра-х4х 2 роки тому

    This is fantastically helpful.

  • @wernerbros8099
    @wernerbros8099 3 роки тому

    That's useful. Thanks Chipp.

  • @blenderconch
    @blenderconch 3 роки тому

    Good information!

  • @mdm-prods1184
    @mdm-prods1184 3 роки тому

    thanks ;)

  • @tylerpixel
    @tylerpixel 3 роки тому

    Do you have a tutorial on how to set up the default scene with that cool ground texture?

    • @ChippWalters
      @ChippWalters  3 роки тому +1

      It's just the darkened concrete material from my EEVEE Materials System.

    • @tylerpixel
      @tylerpixel 3 роки тому

      @@ChippWalters Awesome thanks mate

  • @stefanogrillo6040
    @stefanogrillo6040 3 роки тому

    2:13 enable generated subs. gosh.

  • @Wzxxx
    @Wzxxx 3 роки тому

    But why face normals don’t change after weighted normals are applied? Or even used as modifier? They still indicate standard direction

    • @ChippWalters
      @ChippWalters  3 роки тому

      I think Blender probably uses the traditional calculate normals and not the custom ones when displaying.

    • @tapiolahde6987
      @tapiolahde6987 3 роки тому +2

      The shading is actually using vertex-per-face normals/split normals which do change after you apply the weighted normals modifier. The face normal is where the face is pointing at and changes only when the actual geometry changes.

    • @Wzxxx
      @Wzxxx 3 роки тому +1

      @@tapiolahde6987 thank You. Strange ge for me is that normal change is only visible after weighted normal is applied. It changes the shading before being applied as well. Whole normal topic is not something i am familiar with but this is logical.