What the heck are HARDENED NORMALS? And when do I use them?

แชร์
ฝัง
  • เผยแพร่เมื่อ 23 ธ.ค. 2024

ความคิดเห็น • 22

  • @evolvedant
    @evolvedant ปีที่แล้ว +20

    I've been using Blender for many years, but this is the first time someone explained split normals, how they work, the difference between using hard normals, and clearing split normals, in such a clear and concise way that also perfectly illustrated the point. Great job, really appreciate it.

  • @realninjawatcher
    @realninjawatcher ปีที่แล้ว +2

    I fucking love you man. FINALLY someone went over this topic. So many times i've applied hardened normals and went to re-bevel an area and it caused split normals and never knew how to clear it. Fucking Thank You, thats all I want to say.

  • @rossknowles5608
    @rossknowles5608 3 หลายเดือนก่อน +1

    excellent approach to these confusing technical details. instant subscribe. I wish all online guides could be this clear.

  • @lawrencedoliveiro9104
    @lawrencedoliveiro9104 ปีที่แล้ว +1

    0:31 The technique is called “Phong shading”. Named for, and invented by, early CG pioneer Bui-Tuong Phong, who unfortunately died very young.

  • @Puckerization
    @Puckerization ปีที่แล้ว +2

    Beautifully explained...thank you!

  • @vstreet7583
    @vstreet7583 ปีที่แล้ว

    Another great explanation. I think I will need another week or two to explore the wonders of your channel. Thank you. Dg

  • @michaeljburt
    @michaeljburt ปีที่แล้ว

    Fantastic video! So bizarre... just last night I had to google "why is my auto shade setting disabled" and it was because of custom split normals after using the harden normals setting! Great content.

  • @SewerTapes
    @SewerTapes ปีที่แล้ว

    This morning was my first time checking the Harden Normals box in the bevel popup menu. Saw the shading change, didn't understand why, Googled it, and this video came up. I had no real working knowledge of the relationship between face and vertex normals, or what Shade Smooth actually does to pull off its effect. Thank you for this demonstration, I found it highly informative. Happy to subscribe.

  • @IrocZIV
    @IrocZIV ปีที่แล้ว +1

    I like the detailed explanations.

  • @repositorytutorial3d50
    @repositorytutorial3d50 ปีที่แล้ว

    GOLDEN CONTENT, thank you for this great overview of this very important but little expleined topic

  • @root0062
    @root0062 ปีที่แล้ว +1

    Very greatfull for your explanations/lessons. Thank you 🙏

  • @zillaquazar
    @zillaquazar ปีที่แล้ว +1

    Thankyou for going into such detail and explaing it all with elegance. I have subscribed because i see you have a lot to offer the blender community.

  • @gottagowork
    @gottagowork 11 หลายเดือนก่อน

    Because it adds islands for "Geometry/Random per Island", there are times you may want to avoid Harden Normals also for the Bevel Modifier and use Weighted Normals instead. Also, if you "can live with" using superelllipse at 0.75 (instead of 0.5 which creates a circular bevel), you end up with improved shading due to better curvature continuity (at 0.5 it's only tangent continuous) which also holds the "desired hard face" better. Can be an option if also Weighted Normals gets too wonky to use. The extra holding edge is probably the safest, I don't understand why this option isn't available in the bevel modifier itself.

  • @mahrcheen
    @mahrcheen 3 หลายเดือนก่อน

    This was great!

  • @Atimo133
    @Atimo133 ปีที่แล้ว

    As always
    Great insight!!
    Thank you Christopher!

  • @YCai-pi7zu
    @YCai-pi7zu ปีที่แล้ว +4

    so what you are saying is don't use harden normal in a destructive workflow and do use it in a non-destructive work flow, right?

    • @christopher3d475
      @christopher3d475  ปีที่แล้ว +1

      Yeah, that's a succinct way of putting it.

    • @christopher3d475
      @christopher3d475  ปีที่แล้ว

      I should say too that if you are doing direct polygon modeling, meaning you're going to model the same polygons that are going to be rendered (not using SDS), using hardened normals can work. It's kind of context driven, but in general don't use them with SDS unless you're also coupling them with an edge crease.

    • @lawrencedoliveiro9104
      @lawrencedoliveiro9104 ปีที่แล้ว

      Just a thought: the Bevel modifier has the option of letting you use a custom profile. So you could produce the effect of those additional support loops if you want.

  • @owenlloyd2528
    @owenlloyd2528 ปีที่แล้ว

    Thank you

  • @samduss4193
    @samduss4193 ปีที่แล้ว

    autogenerated and baked in.. that is where i got lost lol

  • @sebbosebbo9794
    @sebbosebbo9794 ปีที่แล้ว

    what can I say..nailed....stable.....again...
    💣💥🗯💭💨💪🖖
    question me what all this means for...
    Game engine models
    Low & Highpoly bakeing(texturing
    (normals, bumpmap, Ao maps,or Mix auto normals with a ready normal map etc.. ))
    what means this Cycle vs Evee renders high low poly models. . .etc., etc.,etc,.
    p.s. the rabbit hole is open 😎🧐🤔🤯😱🥵