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Working with Normals

Visualization > Vertex/Face Normal Rendering

learnMore icon For additional information on normals, see the following:

Also, check out this video on Normal Handling.

Note:

Volumes are hidden in this visualization mode.

How to Identify Normal Orientations

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.

    Green Normals

  • Blue - Face and vertex normals are consistent and point away from the camera.

    Blue Normals

  • Gold - Face and vertex normals are inconsistent. The face normals point away from the camera, while the vertex normals point toward the camera.

    Gold Normals

  • Magenta - Face and vertex normals are inconsistent. The face normals point toward the camera, while the vertex normals point away from the camera.

    Magenta Normals

  • Red - As of 2023.2, face and vertex normals are NaN or have a zero length, which creates NaNs when normalized.

  • Pink - As of 2023.2, face and vertex normals have an absolute angle between the face and vertex normal above a threshold, such as 85°.

How to Flip Normals

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

How to Make Normals Consistent

  1. Select Edit > Selection > Make Normals Consistent.
  2. Use the appropriate mouse shortcut to flip the normals. When you do this, the normals are turned in the same direction.

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