Blender: Understanding Custom Split Normals

  Рет қаралды 17,110

chippwalters

chippwalters

Күн бұрын

Пікірлер: 50
@bohdan_lvov
@bohdan_lvov 3 жыл бұрын
Low poly artists are gonna love it!
@digitalmc
@digitalmc 2 жыл бұрын
Exactly what I was looking for. Thanks for the short and to the point tutorial. Cheers.
@TheJdumoulin
@TheJdumoulin 2 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.
@andersenball7595
@andersenball7595 3 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.
@minijank9959
@minijank9959 2 жыл бұрын
You are a lifesaver; my textures were going crazy, thanks for making this video.
@AdamJanz3D
@AdamJanz3D 2 жыл бұрын
Extremely useful info! Thanks so much for sharing this.
@randmanq
@randmanq 3 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
@ChippWalters
@ChippWalters 3 жыл бұрын
Yes, he's a great guy. Thanks for sharing!
@angelosetticasi
@angelosetticasi 3 жыл бұрын
Really thanks for sharing this trick, I'm struggling some times with this problem, now I understood
@oalfernandes
@oalfernandes 3 жыл бұрын
Great tips. Thanks!
@Юра-х4х
@Юра-х4х 2 жыл бұрын
This is fantastically helpful.
@sumerjacob850
@sumerjacob850 3 жыл бұрын
I was asked to watch your kit op to learn and this is so much more thx
@yikescloud
@yikescloud 3 жыл бұрын
Wow ,this trick is amazing! Never watch that on any other tutorial
@ethersplatzone
@ethersplatzone 3 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😅
@ramf245
@ramf245 9 ай бұрын
this is really useful for low poly modeling!
@blenderconch
@blenderconch 3 жыл бұрын
Good information!
@yagotav5719
@yagotav5719 11 ай бұрын
THIS IS GREAT! Thanks a lot!
@chrisgames4072
@chrisgames4072 3 жыл бұрын
Saved my life thanks! 😉
@khalatelomara
@khalatelomara 2 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
@ChippWalters
@ChippWalters 2 жыл бұрын
Select all the objects and then alt click on clear custom normals.
@tylerpixel
@tylerpixel 3 жыл бұрын
Do you have a tutorial on how to set up the default scene with that cool ground texture?
@ChippWalters
@ChippWalters 3 жыл бұрын
It's just the darkened concrete material from my EEVEE Materials System.
@tylerpixel
@tylerpixel 3 жыл бұрын
@@ChippWalters Awesome thanks mate
@fullyleaded
@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
@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.
@jawadaitlechguer1167
@jawadaitlechguer1167 6 ай бұрын
@@fullyleaded i don't see them changing !!
@fullyleaded
@fullyleaded 6 ай бұрын
@@jawadaitlechguer1167 which version of blender are you using?
@georgetherat3345
@georgetherat3345 3 жыл бұрын
Wow! This really helps. Thanks for this.
@wernerbros8099
@wernerbros8099 3 жыл бұрын
That's useful. Thanks Chipp.
@unknownBoy85lover
@unknownBoy85lover 6 ай бұрын
Thank you sir very useful
@nurb2kea
@nurb2kea 3 жыл бұрын
Nice one, thank you ! :-)
@-Belshazzar-
@-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
@Tzarckoff
@Tzarckoff 3 жыл бұрын
Thanks a lot!
@JustCurious-ou6gn
@JustCurious-ou6gn 3 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?
@ChippWalters
@ChippWalters 3 жыл бұрын
Just apply the same material to both objects
@JustCurious-ou6gn
@JustCurious-ou6gn 3 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..
@ChippWalters
@ChippWalters 3 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-ou6gn
@JustCurious-ou6gn 3 жыл бұрын
@@ChippWalters Thank you for taking the time. I'll go there
@pyrotechnick420
@pyrotechnick420 2 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
@ChippWalters
@ChippWalters 2 жыл бұрын
You need to clear the custom normals first.
@pyrotechnick420
@pyrotechnick420 2 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
@ChippWalters
@ChippWalters 2 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.
@pyrotechnick420
@pyrotechnick420 2 жыл бұрын
@@ChippWalters Okay thank you for responding, I'll give this a try. You've been extremely helpful 👍
@mdm-prods1184
@mdm-prods1184 3 жыл бұрын
thanks ;)
@stefanogrillo6040
@stefanogrillo6040 3 жыл бұрын
2:13 enable generated subs. gosh.
@Wzxxx
@Wzxxx 3 жыл бұрын
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 жыл бұрын
I think Blender probably uses the traditional calculate normals and not the custom ones when displaying.
@tapiolahde6987
@tapiolahde6987 3 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.
@Wzxxx
@Wzxxx 3 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.
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