Exactly what I was looking for. Thanks for the short and to the point tutorial. Cheers.
@TheJdumoulin2 жыл бұрын
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.
@andersenball75953 жыл бұрын
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.
@minijank99592 жыл бұрын
You are a lifesaver; my textures were going crazy, thanks for making this video.
@AdamJanz3D2 жыл бұрын
Extremely useful info! Thanks so much for sharing this.
@randmanq3 жыл бұрын
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
@ChippWalters3 жыл бұрын
Yes, he's a great guy. Thanks for sharing!
@angelosetticasi3 жыл бұрын
Really thanks for sharing this trick, I'm struggling some times with this problem, now I understood
@oalfernandes3 жыл бұрын
Great tips. Thanks!
@Юра-х4х2 жыл бұрын
This is fantastically helpful.
@sumerjacob8503 жыл бұрын
I was asked to watch your kit op to learn and this is so much more thx
@yikescloud3 жыл бұрын
Wow ,this trick is amazing! Never watch that on any other tutorial
@ethersplatzone3 ай бұрын
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😅
@ramf2459 ай бұрын
this is really useful for low poly modeling!
@blenderconch3 жыл бұрын
Good information!
@yagotav571911 ай бұрын
THIS IS GREAT! Thanks a lot!
@chrisgames40723 жыл бұрын
Saved my life thanks! 😉
@khalatelomara2 жыл бұрын
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
@ChippWalters2 жыл бұрын
Select all the objects and then alt click on clear custom normals.
@tylerpixel3 жыл бұрын
Do you have a tutorial on how to set up the default scene with that cool ground texture?
@ChippWalters3 жыл бұрын
It's just the darkened concrete material from my EEVEE Materials System.
@tylerpixel3 жыл бұрын
@@ChippWalters Awesome thanks mate
@fullyleaded Жыл бұрын
If the normals are exactly the same before and after adding the Weighted Normals modifier then what is it actually doing?
@fullyleaded Жыл бұрын
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.
@jawadaitlechguer11676 ай бұрын
@@fullyleaded i don't see them changing !!
@fullyleaded6 ай бұрын
@@jawadaitlechguer1167 which version of blender are you using?
@georgetherat33453 жыл бұрын
Wow! This really helps. Thanks for this.
@wernerbros80993 жыл бұрын
That's useful. Thanks Chipp.
@unknownBoy85lover6 ай бұрын
Thank you sir very useful
@nurb2kea3 жыл бұрын
Nice one, thank you ! :-)
@-Belshazzar-3 жыл бұрын
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
@Tzarckoff3 жыл бұрын
Thanks a lot!
@JustCurious-ou6gn3 жыл бұрын
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?
@ChippWalters3 жыл бұрын
Just apply the same material to both objects
@JustCurious-ou6gn3 жыл бұрын
@@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..
@ChippWalters3 жыл бұрын
@@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-ou6gn3 жыл бұрын
@@ChippWalters Thank you for taking the time. I'll go there
@pyrotechnick4202 жыл бұрын
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
@ChippWalters2 жыл бұрын
You need to clear the custom normals first.
@pyrotechnick4202 жыл бұрын
@@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
@ChippWalters2 жыл бұрын
@@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.
@pyrotechnick4202 жыл бұрын
@@ChippWalters Okay thank you for responding, I'll give this a try. You've been extremely helpful 👍
@mdm-prods11843 жыл бұрын
thanks ;)
@stefanogrillo60403 жыл бұрын
2:13 enable generated subs. gosh.
@Wzxxx3 жыл бұрын
But why face normals don’t change after weighted normals are applied? Or even used as modifier? They still indicate standard direction
@ChippWalters3 жыл бұрын
I think Blender probably uses the traditional calculate normals and not the custom ones when displaying.
@tapiolahde69873 жыл бұрын
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.
@Wzxxx3 жыл бұрын
@@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.