Edit Normals Modifier

The Edit Normals modifier gives you explicit and procedural, interactive control over each vertex normal in an object.

Edit Normals is intended for use primarily with mesh objects destined for output to game engines and other 3D rendering engines that support specified normals. The results are visible in the viewports and in rendered images.

The orientation of a vertex normal affects how neighboring surfaces reflect light. By default, normals are set so that reflection of light in 3ds Max follows the rules of real-world physics: The angle of reflection equals the angle of incidence. But by reorienting vertex normals, you can set the angle of reflection to be anything you want. The Edit Normals modifier lets you specify vertex normals' directions, combine and separate them, change the type, and copy and paste values among normals.

Warning: Don't apply an Edit Normals modifier to the low-res object used in normal bump projection. Normal bump projection relies on the low-res object having standard normals, and altering them causes normal bump maps to have unpredictable results.

Types of Normals

Three types of normals are available with the Edit Normals modifier:

Note: A selected normal is always red. When not selected, its color indicates as type, as noted above. You can find the customizable color entries for these normal types in the Elements Geometry list. The three entry names are:
  • Normals - Explicit
  • Normals - Specified
  • Normals - Unspecified

Usage Examples

Following are two instances in which a 3D artist creating content for output to a game engine might find practical use for the Edit Normals modifier:

Usage Notes

Please observe the following notes and precautions when using the Edit Normals modifier: