Weighted Normals improve the shading of models by altering the vertex normals to be perpendicular to the larger flat polygons. When used with the chamfer modifier with zero segments, shading is blended across the chamfered faces rather than across the whole model.

Space helmet before (left) and after using the Weighted Normals modifier.

Enables weighting based on the face area. This setting can be enabled alone or in conjunction with Angle.
Enables weighting based on the face corner angle. This setting can be enabled alone or in conjunction with Area.
Enables using a convex angle at concave corners.
Enables computation of normals based only on the face of the largest weight value. This setting will give different results based on whether the weighting calculated based on Area, Angle or both.
Sets the blending between weighted and unweighted normals. A value of 1.0 applies a fully-weighted calculation.
These parameters are useful computing new normals based on existing mesh data, such as smoothing groups, UV seams, and hard angles.
Enables the use of hard edges based on adjacent face smoothing groups.
Enables the use of hard edges based on UV seams in the specified map.
Enables the use of hard edges based on the angle between adjacent face normals.
Sets the blending between the area or angle weighting options. This may result in a slightly slower computation but will provide better results. A value of 1.0 applies a fully-smoothed calculation.
Sets the value for controlling smoothing at vertices on hard edges. This setting is available only if one or more hard edge detection options are enabled.
Sets the maximum number of iterations for the smoothing process.
Enables the display of vertex normals in the viewport.
Sets the length of the vertex normal vector.