Troubleshooting & FAQ
This page covers common issues and questions about the Custom Normals addon.
Common Issues
The modifier isn't affecting my mesh
- Check modifier has been added to the object: Make sure the modifier is added to the target mesh (click the spanner icon)
- Check preview toggle: Check if modifier for preview On Cage, Edit Mode and Realtime (should be enabled by default)
I get an error when trying to "Set Custom Normal from Attribute"
This typically happens when there are other modifiers changing your mesh geometry. You can:
- Disable other geometry-changing modifiers temporarily, apply the custom normals, then re-enable them
Frequently Asked Questions
How is this different from Blender's built-in normal editing?
The Fondant Laplacian Smooth Normals addon provides:
- Topology-independent normal calculation (works well with triangulated meshes)
- Non-destructive workflow through modifiers
- Laplacian smoothing specifically for normals
- Convenient UI for managing normals across multiple objects
Can I use this with shape keys?
Yes! One of the key advantages of this addon is its ability to work with shape keys. The "Set Custom Normal from Attribute" operation will apply custom normals without applying the modifier, which preserves shape keys.
Will this work in game engines?
Yes, once you apply the custom normals using "Set Custom Normal from Attribute," they become standard Blender custom split normals. These can be exported to most game engines that support custom normals.
How can I create different normal effects on different parts of my mesh?
Use vertex groups or color attributes to control the effect. Several parameters support the "Input Attribute Toggle" which allows you to use these attributes to mask or vary the effect across your mesh.
Does this work with the Subdivision Surface modifier?
Yes, but the Normals modifier should generally be placed after the Subdivision Surface in the modifier stack for best results.