Normals
Normals does two jobs, each with its own switch. It turns faces that point the wrong way back around, so the whole surface faces outward. And it sets how the mesh shades: fully smooth, or smooth with hard edges wherever two faces meet at a sharper angle than you choose.
What it does
Section titled “What it does”Fix winding. Every face has a front and a back, set by the order of its corners. A face turned the wrong way shows its back, drawn red in the viewport, and a game engine may not draw it at all. AI-generated models, Boolean cuts and hand-made shapes sometimes end up with a few such faces. Fix winding turns them around:
- A closed piece, such as a box or a character, ends up facing outward.
- An open piece, such as a sheet or a cloth, keeps the way most of it already faces. A small patch that faces the other way is turned to match, never the rest.
The stats strip under the parameters counts the edges where the faces disagree. After Normals that count is 0. When it turns faces, the node shows an amber note saying how many, for example Normals flipped 18 faces in 4 pieces.
Smoothing. The smoothing angle decides which edges shade hard:
- 180° (the default) shades the whole mesh smooth. Use it for organic models, and for any model that gets a baked normal map, which adds the fine detail back.
- 30° or so gives a hard-surface look: curved parts shade smooth and sharp corners stay crisp.
- 0° shades every face flat.
The viewport and the exported file both show the shading exactly as the node sets it.
Before baking: hard edges need UV seams
Section titled “Before baking: hard edges need UV seams”If you bake textures later in the chain, every hard edge must sit on a UV seam, or the baked normal map shows a crease along it. Keep smoothing at 180° for a baked model, or put Normals before Auto Unwrap, which prefers to put its seams along the hard edges it finds. Check that every hard edge landed on a seam before you bake.
Where to put it
Section titled “Where to put it”Put Normals after the nodes that reshape the mesh, because Subdivide, Boolean, Remesh, Noise and Inflate all work out their own shading. Put it before texturing: turning a face after a texture is baked or painted flips that face’s relief. In the AI cleanup chain it sits after Clean and Polyreduce, and before Auto Unwrap and Bake.
Only part of the mesh
Section titled “Only part of the mesh”Set Apply to to a named selection to change only those faces. The node still judges which way is out from the whole surface. Selecting a patch that faces the wrong way turns just that patch, and a selection that leaves the wrong faces out turns nothing. Smoothing a selection blends it into the faces around it, so a selection smoothed the same way as its surroundings shows no seam.
What stays the same
Section titled “What stays the same”Normals never moves a point or adds a face. UVs, vertex colours, materials, part names and selections all stay. When you export an imported model, only the parts Normals changed are rewritten.
Inputs
Section titled “Inputs”The mesh whose normals to recalculate.
Outputs
Section titled “Outputs”The same faces, wound consistently and shaded by the smoothing angle.
Parameters
Section titled “Parameters”| Parameter | What it does | Default |
|---|---|---|
Apply to | Which faces may be reversed or reshaded. Everywhere works on the whole mesh. | Everywhere |
Fix winding | Turns inside-out faces around so the whole surface faces one way. | On |
Smoothing | Rebuilds the normals: smooth, except across edges sharper than the angle. | On |
Smoothing angle | Edges sharper than this shade hard. 180 is fully smooth. Shown when Smoothing is On. | 180 |
See also
Section titled “See also”- Clean: repair cracks and remove fragments before fixing the normals.
- Polyreduce: lower the triangle count first.
- Auto Unwrap: unwrap after Normals, so its seams follow the hard edges.
- Topology nodes: the other nodes that change the polygons, not the shape.