Folowing formulas are used for conversion of RGB to XYZ of normal:
x = r - 0.5
y = g - 0.5
z = b - 0.5
So, for example, if you want normals of some vertices to be pointing up set r = 0.5, g = 0.5 and b = 1 and paint these vertices. Normals will be normalised so any b > 0.5 will work. Also shading has to be set to smooth.
If you paint vertices black or just leave them white their normals will be unchanged.
Folowing formulas are used for conversion of RGB to XYZ of normal:
x = r - 0.5
y = g - 0.5
z = b - 0.5
So, for example, if you want normals of some vertices to be pointing up set r = 0.5, g = 0.5 and b = 1 and paint these vertices. Normals will be normalised so any b > 0.5 will work. Also shading has to be set to smooth.
If you paint vertices black or just leave them white their normals will be unchanged.
I’d love to try this, but I’m more artist than developer. Yes I’ve heard how easy it is to build your own version and apply patches. I’ll have to wait and try this when someone else offers a build. But thanks for your efforts, this appears to be something I’ve been waiting for regarding direction of vertex normals. Supposed to be great for game devs and blending of edges so they softly fade into the landscape.
hmm interesting approach and thanks for the effort ; however dont you think its has some pipeline issues. I mean is there some visualization of the normals or real time manipulation ? What if the model also needs vertex paint for exporting to game engine ? maybe the modifier needs a vertex color layer name input so that the model doesnt lose existing vertex colors.
Anyway I’m sure you thought of these, so looking forward to test it. Cheers…
Yes, I know it still has pipeline issues. I thought of adding channels soon, there are still problems with export so, for now it works just inside Blender. I’m trying to fix export. It is strange because there are Python addons that change normals and they are exported correctly.