Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 05 Jul 2013
Offline Last Active Sep 12 2014 04:03 PM

#5111016 How to manipulate Normals in Blender?

Posted by Prot on 21 November 2013 - 10:24 AM

If the tutorial in question says you need 24 normals, that probably means you need to "explode" the cube into 6 non-connected polygons. You can do this in Blender by tabbing into edit mode for the cube, choosing edge selection, selecting all, and using Mesh -> Edges -> Edge Split. That way you get 4*6 = 24 vertices and you should now have 24 vertex normals as well. Looking at the vertex normals now, you have 3 normals at each corner because they are now 3 separate vertices. The vertex normal that was previously [1,1,1] is now 3 normals [1,0,0], [0,1,0] and [0,0,1] so it's been divided into components for each of the 3 faces.



Your solution seems to work. This is how I do it.


  1. Take the predefined Cube which has only 6 faces, 8 vertices and 8 normals at first.
  2. Now I go to Mesh->Faces->Triangulate Faces. This is because I need the faces to be triangles.
  3. Now Mesh->Edges(with all edges selected)->Edge Split

Well this actually does the trick. Now I have 12 faces and normals for each vertex which look right to me. The problem is, in the entire process somehow more vertices were generated. I end up with 36 vertices. I can't see them. Tried to go to Mesh->Vetrtices->Remove Duplicates. But this deletes the normals and even the edges I created with triangulation.