Hi!
How do you guys fix conflicts between Weighted Normal and Harden Normals?
I find myself in this situation everytime I have to join all of the pieces of one object together. While modeling and looking for shading issues, sometimes WN does the trick, sometimes HN. The problem is that I have to join everything and eventually I have to choose between one or the other. If I go with WN, the parts that have HN are messed up and viceversa.
Applying the bevel or the weihgted normal is not a solution for me because I want to have access to them if I ever want to go back and change something.
How should I proceed in these cases? Thanks
Oh, that's a great question Roxana ox ,
I don't know, I have never been i a situation like that...
What I would probably try, is to use Hardened Normals and the play with the Auto Smooth Angle to try and fix the Weighted Normal parts..
Not sure if that would work in any acceptable kind of way though...
Could you post a link to a .blend where you have this issue, so I can play around and see if there is a better solution?
Sure, here is the file.
I tried playing with Auto Smooth, changing the Limit Method to Weight and then manually marking sharp the edges.
Thanks for taking the time.
Hi Roxana ox ,
You can tick Keep Sharp, and if you need more control in certain areas, you can make use of Vertex Groups.
If you want to use the Auto Smooth Angle, you'll need to Clear the Custom Split Normals Data:
Just the Keep Sharp already makes it look amazing imho.
Martin if you know it, can you explain the difference between weighted normals and harden normals? For me all of that was the same thing, just enable auto smooth and and that's it. I've seen Harden Normals on the Bevel Modifier but when I enable that I have to go to auto smooth so for me that was all just the same thing.
Hi, Thanks for looking into this.
So I can use WeightedNormal for all of my objects and enable Keep Sharp. I didn't know that.
But what about Vertex Groups? What did you mean by that? I never used them.
Oh, yes, that would be awesome! I read the documentation, but they are difficult concepts to grasp. At least for me.
Omar, I don't know, I think they look similar in a lot of cases, but there are situations that they can look completely different.
As far as I understand, with Harden Normals, Blender looks at the neighbouring Faces and with the Weighted Normals (which I have never used yet, to be honest) it also takes into account, for instance (by default) the size (area) of those Faces.
So, Harden Normals is like an on/off switch, while with the Weighted Normals you get a lot more control.
It's a bit vague description, but that is because I don't really know.