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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=%E5%88%A9%E7%94%A8%E8%80%85%3AMont29%2FFoundation%2FSplit_Vertex_Normals%2FCustom_Split_Normals_Manual</id>
	<title>利用者:Mont29/Foundation/Split Vertex Normals/Custom Split Normals Manual - 版の履歴</title>
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	<updated>2026-09-07T21:31:55Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/Foundation/Split_Vertex_Normals/Custom_Split_Normals_Manual&amp;diff=148217&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T21:10:13Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
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				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:10時点における版&lt;/td&gt;
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&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=%E5%88%A9%E7%94%A8%E8%80%85:Mont29/Foundation/Split_Vertex_Normals/Custom_Split_Normals_Manual&amp;diff=148216&amp;oldid=prev</id>
		<title>2015年2月9日 (月) 20:15にwiki&gt;Mont29による</title>
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		<updated>2015-02-09T20:15:50Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;=Custom Split Normals=&lt;br /&gt;
[[File:CustomNormals_grass_example.png|400px|right|Using custom normals for grass (image by yadoob, thanks).]]&lt;br /&gt;
Custom Split Normals is a way to tweak/fake shading by pointing them towards other directions than default, auto-computed ones. It is mostly used in game-dev area, where it allows to counter-balance some issues generated by low-poly objects (the most famous examples are the low-poly trees/bushes/grass/etc., and the 'rounded' corners).&lt;br /&gt;
&lt;br /&gt;
Blender supports custom normals on a 'smooth fan' base, defined as a set of neighbor face corners sharing a same vertex and 'linked' by smooth edges. This means you can have normals per face corners, per a set of neighbor face corners, or per vertex.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
==Enabling Custom Split Normals support==&lt;br /&gt;
First of all, to use custom split normals, you have to enable &amp;quot;Auto Smooth&amp;quot; option in the &amp;quot;Normals&amp;quot; panels of Mesh buttons. Please note that once you have custom normals, the angle threshold of the “auto smooth” behavior is disabled - all non-sharp-tagged edges will be considered as smooth, disregarding the angle between their faces.&lt;br /&gt;
&lt;br /&gt;
==Creating/Editing Custom Split Normals==&lt;br /&gt;
Currently, editing is only possible by using the [[User:Mont29/Foundation/Split_Vertex_Normals/Custom_Split_Normals_Manual/Modifier|NormalEdit modifier]].&lt;br /&gt;
&lt;br /&gt;
You can also copy normals from another mesh using DataTransfer (operator or modifier).&lt;br /&gt;
&lt;br /&gt;
==Importing Custom Split Normals==&lt;br /&gt;
Some tools, in particular CAD ones, tends to generate awful ugly geometries when tessellating their objects into meshes (very thin and long triangles, etc.). Auto-computed normals on such geometry often gives bad artifacts, so it is important to be able to import and use the normals as generated by the CAD tool itself.&lt;br /&gt;
&lt;br /&gt;
There is now the needed helpers in Blender RNA, which allows import scripts to set custom normals from read data. Currently, only FBX importer uses it.&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mont29</name></author>
		
	</entry>
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