When you create an object, normals are generated automatically. Usually objects render correctly using these default normals. Sometimes, however, you need to adjust the normals. Left: The normals shown as spikes indicate the orientation of faces on the pyramid. Right: Flipping normals can make faces invisible or visible in shaded viewports and renderings.
Undesired normals can appear in these objects:. Normals are used to define which side of a face or vertex is considered the "out" side. The out side of a face or vertex is the side that gets rendered unless you are using two-sided materials, or turn on the Force 2-Sided option on the Render Setup dialog Common panel Common Parameters rollout.
Do one of the following to view or change face normals :. The easiest way to view normals is to look at an object in a shaded viewport. In this case, you are not viewing the normal arrows themselves, but rather their effects on the shaded surface.
If the object looks as if it is inside-out, or has holes, then some of the normals might be pointing in the wrong direction. You can display the normal vectors for selected faces or vertices by enabling Show Normals on the Selection rollout of an editable mesh object or the Edit Mesh modifier.
Use Unify Normals to make normals point in a consistent direction. If an object has normals that are inconsistent some point outward and others inward the object will appear to have holes in its surface. Unify Normals is found on the Surface Properties rollout and on the Normal modifier. If you are animating the creation of a complex object such as a nested Boolean or a loft, and you think the operation might result in inconsistent faces, apply a Normal modifier to the result, and turn on Unify Normals.
Use Flip Normals to reverse the direction of all selected faces. Flipping the normals of an object turns it inside-out. Flip Normals is found on the Surface Properties rollout and on the Normal modifier. The Lathe modifier sometimes creates an object with normals pointing inward. Use the Flip Normals checkbox on the Lathe modifier's Parameters rollout to adjust the normals. You can also use the Normal modifier with both Unify and Flip turned on to fix inside-out lathed objects. Viewing Normals The easiest way to view normals is to look at an object in a shaded viewport.No Yes.
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Please create a password to continue. Weighted Vertex Normals or Face Weighted Normals use the area of the face to tune the vertices normals.
You can disable this feature to get an standard FWN result, or increase threshold for not completely flat surfaces. Full name. Your rental will be available for 30 days. Enter a password and we'll remember your credit card for next time.
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Sold out, please go back and pick another option. You've purchased this product Give it a rating. Keep on file Card Number We do not keep any of your sensitive credit card information on file with us unless you ask us to after this purchase is complete.Smoothing eliminates the facets on geometry by grouping faces into smoothing groups. At render time, faces in the same smoothing group appear as a smooth surface.
The Smooth modifier provides auto-smoothing based on the angle of adjacent faces. You can apply new smoothing groups to objects. No smoothing applied. As of 3ds Max 4, patch objects coming up the modifier stack are not converted to a mesh by this modifier. A patch object input to the Material modifier retains its patch definition. Files that contain patch objects with the Material modifier from previous versions of 3ds Max will be converted to meshes to maintain backward compatibility.
To smooth an object:.
Viewing and Changing Smoothing
To apply smoothing groups manually:. If Auto Smooth is selected, the object is auto-smoothed using the animatable threshold specified by the Threshold setting below it. Auto Smooth sets the smoothing groups based on the angle between faces. Any two adjacent faces are put in the same smoothing group if the angle between their normals is less than the threshold angle.
Turn on to prevent smoothing 'leaks" when using Auto Smooth. If you apply Auto Smooth to an object, and portions of that object that should not be smoothed become smoothed, then turn on Prevent Indirect Smoothing to see if it corrects the problem. Specifies the threshold angle in degrees. The grid of 32 buttons shows which smoothing groups are used by the selected faces, and are used to assign smoothing groups manually to selected faces.
Select an object. Patches As of 3ds Max 4, patch objects coming up the modifier stack are not converted to a mesh by this modifier. Procedures To smooth an object: Select the object to smooth. On the Modifiers menu, choose Mesh Editing Smooth. Turn on Auto Smooth and adjust the Threshold for the desired smoothing effect.
To apply smoothing groups manually: Select an object. Use a Mesh Select modifier to select the faces to be smoothed. Click a numbered button to apply the corresponding smoothing group to the selected faces.Author Topic: How to make clean normal maps via multiple smoothing groups with 3Ds Max?
Read times. Based on this video guide: From the mark, the vid showed a 2nd alternative to baking clean normal maps that is by multiple smoothing groups. However, this was demonstrated using Maya, how can I do something similar in 3ds Max? I'll break this broad question down: Fromhe deleted his "history". Does 3Ds Max have that feature as well? Startinghe harden the edges.
I'm not sure if what I did was correct but in 3Ds Max, I placed an edit polygon modifier on my mesh, went into edge mode, select certain edges on my mesh, opened up "edit edges" and clicked on the "Hard" button.
Does this translate to what he exactly did in Maya or does 3Ds Max yield a different result? I cannot find the angle of the vertices in 3Ds Max, but in polygon faces I do. If there's a way of setting the angle of the vertices to 0 in 3Ds Max please by all means enlighten me; otherwise, would changing the angles based on Polygon faces be an alternative?
From onward, he went into edge mode and set the smoothing constraint to hard; does 3Ds max have something like that?
If so, where do I find that? Further in regards to question 4, there was mention of UV and smoothing splits with padding, let's say initially I have a box model and is UV unwrapped in a way that 5 of its 6 faces are stitched to together and nicely tucked within the UV boundary; on further note, the top and bottom faces of the box have the same smoothing group and the side faces adjacent to each other have different smoothing groups.
By setting the smoothing constraint on the edges to hard does that automatically split the UV geometry in Maya or do you have to manually break these faces that have different smoothing groups? All these questions with the exception of question 5 summarize how procedures done in Maya can be translated to 3Ds Max. I can understand that these questions can be lengthy and complicated to a procedure that is already complicated, but fun to do; if I find the time, I'll try to simply a question or two.
Last Edit: November 23,pm. Knowledge is power that is meant to be distributed. Thanx to user EfilOne on Discord who contributed these answers to my questions.
Quote from: EfilOne. Reply 1 on: November 23,pm. Following the above procedure, I exported my low and high poly. After baking in the normal map, I notice some odd shading on the low poly mesh. You can see the sharp edges appearing where the rounded edges are. Also if you noticed, there's a sorta V shading on the corner of the frame.
This is my low poly UV unwrapped. And here's the normal map result of the high poly Just an update I've altered it in Photoshop What should I fix? Reply 2 on: November 25,pm. Last Edit: November 29,pm. Francis, After looking over your post you have a few things that are causing you trouble: 1 Your high poly actually isn't high enough. You can see clearly how the light is bending around your surfaces.
You need more supporting geometry so the model smooths properly and flat surfaces are rendered as you would expect. This is the main cause of the result you're seeing with your bake. Make sure you give them a few pixels of space away from each other. Any gradients you see in your high or low will bake into the normal map which reduces the quality of the map. Reply 3 on: November 25,pm. I've updated 1, 2 and 4 but I'm not fully following on 3.Toggle navigation Polycount. Author: justintaylor.
MeshMagnet polycounter lvl 5. Apr I tried using the Edit Normals modifier, but I'm not sure if that is the correct way to reset the surface normals in 3ds Max. Is this correct way? Add a Turn To Poly modifier and collapse. Since Turn To Poly can be used to modify face topology, it also strips off the edited normals. I'm assuming what you want is the Normal modifier's "Unify Normals" function, which makes all faces point the same way inward or outward. In another part of the 3ds help doc, it says this function doesn't work on Editable Polys, and that you should add a Turn to Mesh modifier on top of the ePoly object, and then on top of that add a Normal modifier, check on "Unify Normals," and then check on "Flip Normals" if you need it.
Xoliul polycounter lvl It's hard to keep the normals custom in Max anyway, so this can't be too hard. For whatever reason I assumed he was talking about mismatched face orientations. Never really thought about it before. And yeah, the Turn to Poly ends up working perfectly, and yeah, it only made double faces when I had mismatched face orientations to start with.
I should really stop derailing threads. Eric Chadwick admin. Why max why? Sign In or Register to comment.The Normal Tools app gives you several ways to set the Normals on objects in your scene. Methods include using a Helper object for aligning Normals, using a helper as a target for Normal vectors, and tools for typing in specific Normal values.
Many functions are added to a new rollout in the newly assigned Edit Normals modifiers. Normal Tools Wall Worm. Digitally signed app. OS: Win Language: English.
This function well set the out from point to the center of the currently selected normals.
Custom Normals Tool
This function was added to the Edit Normals custom attribute but not the global Normal Tools floater. This will flip normals of selected faces that are pointing towards the selected faces' center. This function converts objects to Editable Poly and is not part of the standard Edit Normal tools in the Normal Tools. When on, replicated the Unify function in the main Edit Normals modifier except it will filter results based on the Apply To option as well as the Skip Explicit Option.
The unify option is on by default. Screenshots and Videos. Customer Reviews. Qty to Purchase. Sub total: USD Buy Now. Add to Wishlist Create a new wishlist. Normal Tools USD View the wishlist Continue exploring. Wishlist name. Create wishlist Cancel. Download Size: 1. Version Info: 1.
Support: support wallworm. Autodesk 3ds Max Version:, The size of the file you are about to download is more than M.All the same Lynda. Plus, personalized course recommendations tailored just for you. All the same access to your Lynda learning history and certifications. Same instructors. New platform. Join Aaron F. Ross for an in-depth discussion in this video Correcting surface normalspart of Advanced 3ds Max and Maya Integration.
So you can see here that those look kind…of funny and I can zoom in there with the wheel. Are you sure you want to mark all the videos in this course as unwatched? This will not affect your course history, your reports, or your certificates of completion for this course.
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Visit our help center. Preview This Course. Resume Transcript Auto-Scroll. Author Aaron F. Artists and studios commonly leverage the strengths of both toolsets, resulting in production pipelines that use more than one package. Whether you're switching to one of these programs, using both at the same time, or simply need to move assets back and forth, this course illustrates invaluable techniques and best practices for integrating these two powerful Autodesk applications. Aaron F.
Ross shows how to manage assets, harmonize the interfaces and preferences, and transfer data, materials, and scenes, making the transition between Maya and 3ds Max as seamless as possible. Topics include: Managing and tracking assets Setting up a shared texture library Streamlining user interfaces Using Maya mode hotkeys in 3ds Max Harmonizing scene units and frame rates Rendering procedural textures to bitmaps Translating scenes with the FBX file format Correcting materials, lighting, and surfaces Using the Send To command Baking animation to keyframes Saving a geometry cache Distilling complex animation with Alembic.
Skill Level Advanced. Show More Show Less. Related Courses. Preview course. Cinematography: Maya with Aaron F. Maya Essential Training with George Maestri. Search This Course Clear Search. Welcome 42s. Using the exercise files 2m 18s. Managing Assets. Creating or setting a Maya project 2m. Creating or setting a 3ds Max project 2m 3s. Customizing Maya project directories 5m 44s.