Why an object looks darker after Applying Scale and how to fix it?
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I was trying to create a symmetric wall by doing:
Shift + D to duplicate the wall on the right side and move it to the left.
Change the Scale of Y of the duplicated object to -1.
Ctrl + A to apply scale.
And the color of the object changed.
How can I change it back?
modeling objects 3d-view
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John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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up vote
2
down vote
favorite
I was trying to create a symmetric wall by doing:
Shift + D to duplicate the wall on the right side and move it to the left.
Change the Scale of Y of the duplicated object to -1.
Ctrl + A to apply scale.
And the color of the object changed.
How can I change it back?
modeling objects 3d-view
New contributor
John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
2
go in Edit mode, select all the vertices and ctrl N?
– moonboots
1 hour ago
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up vote
2
down vote
favorite
up vote
2
down vote
favorite
I was trying to create a symmetric wall by doing:
Shift + D to duplicate the wall on the right side and move it to the left.
Change the Scale of Y of the duplicated object to -1.
Ctrl + A to apply scale.
And the color of the object changed.
How can I change it back?
modeling objects 3d-view
New contributor
John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
I was trying to create a symmetric wall by doing:
Shift + D to duplicate the wall on the right side and move it to the left.
Change the Scale of Y of the duplicated object to -1.
Ctrl + A to apply scale.
And the color of the object changed.
How can I change it back?
modeling objects 3d-view
modeling objects 3d-view
New contributor
John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
New contributor
John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
asked 1 hour ago


John John
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John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
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New contributor
John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
John John is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.
2
go in Edit mode, select all the vertices and ctrl N?
– moonboots
1 hour ago
add a comment |Â
2
go in Edit mode, select all the vertices and ctrl N?
– moonboots
1 hour ago
2
2
go in Edit mode, select all the vertices and ctrl N?
– moonboots
1 hour ago
go in Edit mode, select all the vertices and ctrl N?
– moonboots
1 hour ago
add a comment |Â
1 Answer
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up vote
4
down vote
Blender does not fix surface normals(vectors defining surface direction) automatically when you invert the geometry so they are pointing the wrong way - to the inside of the object. The best thing to do would be to flip the normals:
Note that you need to be in edit mode and have the geometry selected. You can also reach this function from Faces menu that can be called with ctrl+f, you can just hit f once the menu is called - that's a very quick way to reach the function.
You could also use Recalculate Outside(ctrl+n) or Recalculate Inside(ctrl+shift+n) functions, however this might lead to undesired result if you have a mesh that has normals already set up in some particular way or if you are working with geometry that the automatic algorithm may not be suitable for (for example simple planes might confuse it since it cannot determine where the outside should be and if you have a few disconnected planes in one object that might be a problem). Most people will advise to recalculate normals in this situation, however it is a lot more logical to just flip them instead if you know that the problem is caused by inverting the geometry(scaling with a negative value).
add a comment |Â
1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
up vote
4
down vote
Blender does not fix surface normals(vectors defining surface direction) automatically when you invert the geometry so they are pointing the wrong way - to the inside of the object. The best thing to do would be to flip the normals:
Note that you need to be in edit mode and have the geometry selected. You can also reach this function from Faces menu that can be called with ctrl+f, you can just hit f once the menu is called - that's a very quick way to reach the function.
You could also use Recalculate Outside(ctrl+n) or Recalculate Inside(ctrl+shift+n) functions, however this might lead to undesired result if you have a mesh that has normals already set up in some particular way or if you are working with geometry that the automatic algorithm may not be suitable for (for example simple planes might confuse it since it cannot determine where the outside should be and if you have a few disconnected planes in one object that might be a problem). Most people will advise to recalculate normals in this situation, however it is a lot more logical to just flip them instead if you know that the problem is caused by inverting the geometry(scaling with a negative value).
add a comment |Â
up vote
4
down vote
Blender does not fix surface normals(vectors defining surface direction) automatically when you invert the geometry so they are pointing the wrong way - to the inside of the object. The best thing to do would be to flip the normals:
Note that you need to be in edit mode and have the geometry selected. You can also reach this function from Faces menu that can be called with ctrl+f, you can just hit f once the menu is called - that's a very quick way to reach the function.
You could also use Recalculate Outside(ctrl+n) or Recalculate Inside(ctrl+shift+n) functions, however this might lead to undesired result if you have a mesh that has normals already set up in some particular way or if you are working with geometry that the automatic algorithm may not be suitable for (for example simple planes might confuse it since it cannot determine where the outside should be and if you have a few disconnected planes in one object that might be a problem). Most people will advise to recalculate normals in this situation, however it is a lot more logical to just flip them instead if you know that the problem is caused by inverting the geometry(scaling with a negative value).
add a comment |Â
up vote
4
down vote
up vote
4
down vote
Blender does not fix surface normals(vectors defining surface direction) automatically when you invert the geometry so they are pointing the wrong way - to the inside of the object. The best thing to do would be to flip the normals:
Note that you need to be in edit mode and have the geometry selected. You can also reach this function from Faces menu that can be called with ctrl+f, you can just hit f once the menu is called - that's a very quick way to reach the function.
You could also use Recalculate Outside(ctrl+n) or Recalculate Inside(ctrl+shift+n) functions, however this might lead to undesired result if you have a mesh that has normals already set up in some particular way or if you are working with geometry that the automatic algorithm may not be suitable for (for example simple planes might confuse it since it cannot determine where the outside should be and if you have a few disconnected planes in one object that might be a problem). Most people will advise to recalculate normals in this situation, however it is a lot more logical to just flip them instead if you know that the problem is caused by inverting the geometry(scaling with a negative value).
Blender does not fix surface normals(vectors defining surface direction) automatically when you invert the geometry so they are pointing the wrong way - to the inside of the object. The best thing to do would be to flip the normals:
Note that you need to be in edit mode and have the geometry selected. You can also reach this function from Faces menu that can be called with ctrl+f, you can just hit f once the menu is called - that's a very quick way to reach the function.
You could also use Recalculate Outside(ctrl+n) or Recalculate Inside(ctrl+shift+n) functions, however this might lead to undesired result if you have a mesh that has normals already set up in some particular way or if you are working with geometry that the automatic algorithm may not be suitable for (for example simple planes might confuse it since it cannot determine where the outside should be and if you have a few disconnected planes in one object that might be a problem). Most people will advise to recalculate normals in this situation, however it is a lot more logical to just flip them instead if you know that the problem is caused by inverting the geometry(scaling with a negative value).
edited 40 mins ago
answered 1 hour ago


Martin Z
1,265111
1,265111
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add a comment |Â
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John John is a new contributor. Be nice, and check out our Code of Conduct.
John John is a new contributor. Be nice, and check out our Code of Conduct.
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2
go in Edit mode, select all the vertices and ctrl N?
– moonboots
1 hour ago