Select the vertices, edges or faces you wish to align. 1 Go into edit mode by pressing the Tab key. Here is a simple trick to get it all align to one axis. Essentially, it looses some of the flexibility of per-face-and-vertex to simulate a custom vertex normal.Having issues flattening with your model surface. This plugin replaces the custom normals of all faces around a vertex with the face/geometric normal. There is no chance to change the vertex normals!Īdditionally, Blender allows to set a custom normal per-face-and-vertex to control smooth shading. Thereby, a face normal is the average normal of the face. How it worksīlender computes its vertex normals from the average of all faces around the vertex. In most cases the results are the same and it is unlikely that your target product features smooth patches. If you don't know what to use take the Face normals. the smooth surface between the given vertices and not the triangulated one.ĭependent on the renderer this might be exactly what you need. Those normals are the normals of an interpolated patch on the polygon, i.e. The difference is that Quads and higher order polygons which are non-planar will have different normals at each vertex. This gives the same normal for any planar polygon as the face normal. The geometric normal is computed from the two adjacent edges of each vertex on the selected face. The face normal is the average face normal as provided by Blender. What is the difference between Face and Geometric normals? For now I recommend to not to select neighbored faces, or only those which are planar. This might get improved in future versions. If neighbored faces are selected the last evaluated one will win the race and set the normal. This will enable smooth shading and custom normals (if not already set) and aligns all custom normals of the vertices to the chosen normal. Then press Space and enter "Align to Geometric Normals" or "Align to Face Normals". Go to edit mode and select the faces you want to be flat while still having smooth edges.
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