Geometry & 3D node
Geometry Normals
Recomputes a mesh’s normals from its current shape — what deformed geometry needs, because moved vertices still carry the normals they were born with and shade as though nothing happened. Flip turns the mesh inside out, reversing winding and normals together, which is how a shell becomes visible from within: a room, a sky dome, a cutaway.
Inputs
| Port | Type | Default |
|---|---|---|
| GeometryThe mesh whose normals to recompute. | structure | — |
| FlipTurns the mesh inside out — winding and normals together — so a shell becomes visible from within: a room, a sky dome, a cutaway. Off simply recomputes normals from the current shape, which is what deformed geometry needs, since moved vertices otherwise keep the normals they were born with. | bool | false |
Outputs
| Port | Type |
|---|---|
| GeometryThe mesh whose normals to recompute. | structure |
| Vertex Count | int |
| Triangle Count | int |
How It Works
Geometry Normals recomputes a mesh's normals from its current shape. Deformed geometry needs this: moved vertices still carry the normals they were born with, so a bent or displaced mesh shades as though nothing happened.
Flip turns the mesh inside out, reversing winding and normals together — which is how a shell becomes visible from within: a room, a sky dome, a cutaway.
Use Cases
- After a hand-rolled deform — Any operator that moves vertices without recomputing normals leaves this job for you.
- Interiors — Flip a sphere and you are inside it; the lighting works from within.
- Fix an imported model — Some files arrive with wrong or missing normals.
- Sky domes and backdrops — A flipped, emissive sphere around the scene.
- Debug shading — If a surface shades strangely, recomputing normals is the first thing to try.
Tips
- Deform, Noise, Slice, Weld and Subdivide already recompute normals — you need this node mainly after a chain that ends somewhere unexpected.
- Flip reverses winding too, so backface culling behaves correctly; flipping normals alone would not.
- For hard facets rather than smooth shading, Explode with Amount 0 gives per-face normals.
- Weld with Smooth on is the way to make normals flow across a seam.
Open Geometry Normals in the interactive catalog →
Geometry Normals is one of 381 nodes in Grafit Pro.
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