If you add an Edit Normals modifier and make the normals Explicit, then go below it in the modifier stack and Detach as an Element, the normals will be preserved. This works with Editable Mesh, Edit Mesh, Editable Poly, and Edit Poly.
3ds Max Tools
These are in order by date, older tools towards the bottom.
Vertex Normal Toolkit
Vertex Normal Toolkit
($) by
scgstudio
Normal Tools (WallWorm)
Normal Tools
by
Shawn Olson
is a set of tools integrated into the existing Edit Normals modifier as a new rollout.
Normal Tools for Max Released
Polycount Forum thread.
Face Weighted Normals MAXScript
Face Weighted Normals
by
Juan 'monster' Martinez
is a 3ds Max MAXScript tool that selectively aligns the vertex normals for the largest polygons on a mesh. This means the smaller polygons act as the transition areas because usually the smaller polygons are thin bevels.
See the Polycount Forum thread
Skew you buddy! Making sense of skewed normal map details.
Noors Normal Thief MAXScript
NoorsNormalThief
by
"Noors"
is a 3ds Max MAXScript tool that projects vertex normals from one model to another, automating what would otherwise be a tedious manual process. See the Polycount Forum thread
I've made a faster NormalThief
.
The script is based on
NormalThief
written by
Mauricio B. Gehling
, and on
SlideNormalThief
by
Slide London
.
Weighted Vertex Normals
Weighted Vertex Normals
MAXScript by
Martijn Buijs
.
This MaxScript generates Weighted Vertex Normals for any arbitrary geometry.
'Weighting' of vertex normals means that each face normal contribution is
scaled by a property of the triangle. This script uses the triangle surface area
and corner angle as influences. The result of this is that a small triangle will
have less influence on shading of its larger neighbor. Likewise, the neighbor
will have larger influence on the shading of the smaller neighbor.
This effect is typically most visible on chamfered boxes, but enhances all types
of geometry. All geometry with proper weighted vertex normals is mathematically
guaranteed to produce more aesthetically appealing shading than the default
3dsmax generated vertex normals.
Vertex Normals Stitcher | ScriptSpot
This script averages vertex normals at the borders (Open Edges). It allows you to smooth surfaces after separating their vertices/edges/faces. For example after detaching faces or splitting edges. It still keeps hard edges if the object has multiple smoothing groups.
Slide Normal Thief MAXScript
SlideNormalThief by
Slide London
was a 3ds Max MAXScript tool that projects vertex normals from one model to another, automating what would otherwise be a tedious manual process.
SlideNormalThief is unfortunately no longer available on their website. However,
NoorsNormalThief
is available, and runs faster too!
SlideNormalThief was based on a slower script called
NormalThief.ms
written by
Mauricio B. Gehling
.
The
Reference Object
is the model you wish to copy vertex normals from, and the
Target Object
is the model that will get its normals bent to match. The two models should be superimposed on one another, the normals on the Target will be bent to match the nearest normals on the Reference. This is similar to the way
NormalMap
projection works, the copying is based off location in 3D space. The vertex counts of the two models don't need to match, but both models need to have an Edit Normals modifier applied.
GetVertNormalsFromFaces MAXScript
File:GetVertNormalsFromFace 0 2.ms.zip
by
Enrico 'SyncViewS' Gullotti
is a 3ds Max MAXScript tool that aligns all the vertex normals for the selected faces so they point perpendicular to their polygons. In other words, the same direction as the face normal would be facing. This is similar to the
mig Normal Tools
option "Fillet Outside".
Once installed the script will be under the category
Normal Tools
, named
Get Vert Normals from Faces
. It works on Editable Poly objects only, and that must be the active modifier in the modifier stack. If an Edit Normals Modifier is not present, the script will add one right above Editable Poly. It should not mess with Smoothing Groups at all.
Go into Face sub-object level, make a face selection and run the script. Every time a normal is modified by the script, it is made Explicit to retain the modifications. At the end the script will switch back to the base Editable Poly modifier and re-enter Face sub-object level (even if other modifiers are present in the stack). If you want to revert back to the original default normals, add an Edit Normals Modifier and reset the normals.
See the Polycount Forum thread
Editing vertex normals in Max, got scripts?
.
AverageNormal MAXScript
File:AverageNormal.mcr.zip
by
Mathieu 'zOffTy' Jacquin
is a 3ds Max MAXScript tool that averages all the vertex normals for the selected coplanar faces, so they their normals all point in the same direction.
Normal Thief MAXScript
NormalThief.ms
by
Mauricio B. Gehling
is a 3ds Max MAXScript tool that projects vertex normals from one model to another, automating what would otherwise be a tedious manual process.
Faster versions of this script have since been made, see
VertexNormal#Slide_Normal_Thief_MAXScript
and
VertexNormal#Noors_Normal_Thief_MAXScript
.
Cinema 4D