Design Nomenclature / Form & Geometry

Normal

Also called surface normal, face normal, vertex normal, winding order, face orientation

This entry has not been translated yet and is shown in English.

The unit vector perpendicular to a surface at a point, fixing which side is outward. A face normal follows from the winding order of its vertices — counter-clockwise seen from the front, by near-universal convention. A vertex normal is a weighted average of the adjacent face normals, and it, not the face normal, drives smooth shading.

A quad grid in isometric view with a short arrow rising from the centre of every face, and one face whose four vertices are numbered running clockwise — the reverse of the convention — its arrow alone pointing down through the grid rather than up, labelled as a reversed winding.

In practice

'Flipped normals' means reversed winding, not a corrupted vector; the fix re-orders vertices. Backface culling, boolean sidedness, draft analysis, and a slicer's inside/outside test all read this one value.

Not to be confused with

How this term connects

Draft angleFaceForm shadowLocal spaceManifoldNormal mapReflectionScaleSilhouetteSmoothingTerminatorUndercutVertexVolumeWatertightNormal
Related Confused with