{"id":6844,"date":"2023-08-20T13:27:02","date_gmt":"2023-08-20T13:27:02","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=6844"},"modified":"2024-05-28T16:53:47","modified_gmt":"2024-05-28T16:53:47","slug":"lock-normals","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/paint\/importing-into-the-paint-room\/lock-normals\/","title":{"rendered":"Lock Normals"},"content":{"rendered":"\n<h3 class=\"wp-block-heading\" id=\"gb93fa535f6e1\">Import and Lock Normals<\/h3>\n\n\n\n<p><strong>Lock Normals:<\/strong> Don&#8217;t recalculate normals at import, use normals directly from the object file. Otherwise, new faces will have the overall normal orientation of that original face.<\/p>\n\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p>If you subdivide mesh this option will be ignored.<\/p>\n<\/blockquote>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"296\" height=\"328\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/lock_normals.jpg\" alt=\"\" class=\"wp-image-8562\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/lock_normals.jpg 296w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/lock_normals-271x300.jpg 271w\" sizes=\"(max-width: 296px) 100vw, 296px\" \/><\/figure>\n<\/div>\n\n\n<p>When you import mesh for the per-pixel painting, you may lock normals for the best compatibility with the normalmap baked for this set of normals. <\/p>\n\n\n\n<p>Lock normals are needed because unlocked normals are auto-calculated. <br \/>Lock is required if you want custom normal line unrelated to neighboring vertex position. <br \/>Lock normals on an object when you needed to set custom normal orientation, and didn&#8217;t want geo edits to mess up the normal direction already set. <\/p>\n\n\n\n<p>As example custom normal orientation is needed to get a certain effect from a vertex shader in a game engine.<\/p>\n\n\n\n<div class=\"wp-block-getwid-table-of-contents is-style-default\"><ul class=\"wp-block-getwid-table-of-contents__list\"><li><a href=\"#gb93fa535f6e1\">Import and Lock Normals<\/a><\/li><li><a href=\"#g5194d5eb0e7e\">Import &amp; Lock normals<\/a><\/li><li><a href=\"#ge50685c952f8\">Baking from retopo room and Paint room<\/a><\/li><\/ul><\/div>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"g5194d5eb0e7e\">Import &amp; Lock normals<\/h3>\n\n\n\n<p>3DCoat smooths the normals at import, but you can also <em>Import &amp; Lock normals.<\/em> <br \/>But if you have not locked normals during the initial stage you may import and lock them later using this command.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"888\" height=\"524\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/lock_normals.png\" alt=\"\" class=\"wp-image-8478\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/lock_normals.png 888w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/lock_normals-300x177.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/lock_normals-768x453.png 768w\" sizes=\"(max-width: 888px) 100vw, 888px\" \/><\/figure>\n<\/div>\n\n\n<h3 class=\"wp-block-heading\" id=\"ge50685c952f8\">Baking from retopo room and Paint room<\/h3>\n\n\n\n<p>There is one difference between baking from retopo room and Paint room. <br \/>Mesh in retopo room has no split normals (or smoothing groups, or sharp edges) unless you will not specify it or crease angle in baking\/import dialog during baking.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"483\" height=\"186\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/sharp_Edges.jpg\" alt=\"\" class=\"wp-image-8557\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/sharp_Edges.jpg 483w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/sharp_Edges-300x116.jpg 300w\" sizes=\"(max-width: 483px) 100vw, 483px\" \/><\/figure>\n<\/div>\n\n\n<p>So the only way to bake external mesh with sharp edges (smoothing groups) is to import it in Paint room and bake from paint room bake menu: <br \/><strong>Retopo-&gt;Mesh-&gt;Take mesh from the Painting room:<\/strong> Move mesh from the Painting room into the Retopo room.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"572\" height=\"240\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/take_mesh_from_paint.jpg\" alt=\"\" class=\"wp-image-8558\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/take_mesh_from_paint.jpg 572w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/05\/take_mesh_from_paint-300x126.jpg 300w\" sizes=\"(max-width: 572px) 100vw, 572px\" \/><\/figure>\n<\/div>\n\n\n<p>Blender\/Substance normal map looks like baked on subdivided mesh, so normal map has only high-frequency details.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2292,"menu_order":5,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[],"class_list":["post-6844","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - 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