Visualization > Vertex/Face Normal Rendering
Face and vertex normals can point toward or away from the camera. They might both point the same way ("consistent") or opposite ways ("inconsistent"). Use Vertex/Face Normal Rendering mode to identify the orientations that exist in your scene.
Orientations are identified by color:
Green - Face and vertex normals are consistent and point toward the camera.
Blue - Face and vertex normals are consistent and point away from the camera.
Gold - Face and vertex normals are inconsistent. The face normals point away from the camera, while the vertex normals point toward the camera.
Magenta - Face and vertex normals are inconsistent. The face normals point toward the camera, while the vertex normals point away from the camera.
Use the following mouse shortcuts to turn (flip) the normals of a selected object inward or outward.
| Mouse Action | Result |
|---|---|
| ALT-left button | Flip whole shell |
| ALT-middle button | Flip selected patches only |
| ALT-right button | Flip connected patches |