» Compute Normals
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Compute Normals

Credits: Credits: igl@ETH Zurich(http://igl.ethz.ch/), lichterloh. Also makes heavy use of Eigen and CGAL.


Compute normals for triangulated surface meshes

ie pairs of vertices/indices sets.

  • Face normals: one normal per face (=triangle) of the mesh
  • Vertex normals: one (smooth) normal per vertex with different weighting options (area, angle,...)
  • Corner normals: one normal per indexed triangle corner

This is basically a wrapper around libigl's(http://libigl.github.io/libigl/) functions to compute normals, more info here:


Installation Note:

Always copy the dependencies folder (+helpfiles) with the plugin!


Source Code:

The source code for the vvvv plugin as well as for the unmanaged "libigl_Normals.dll" can be found in my addonpack fork:



All my code is MIT where possible; always happy about credit to digitalWannabe/lichterloh
All code from libigl is MPL2

As this plugin is very useful for meshes generated by tetgen, it will be included in it's next update. As such it will also be part of d.o.p.e., where it can help with shading deformed meshes correctly (-> next update)!
NOTE: this plugin is VERY alpha, ie mainly untested, please report your findings!


18.06.17 [00:55 UTC] by digitalwannabe | 336 downloads
v1.0 initial

anonymous user login


~10d ago

yar: And now it's opertaional. It's just a concept, bugs expected

~10d ago

yar: sorry, one moment it's broken

~10d ago

yar: concept of genrative telegram bot: t.me/arktkbot

~11d ago

joreg: Reminder: Machine Learning for Interaction Designers webinar by sebescudie this Friday: https://thenodeinstitute.org/event/machine-learning-for-interaction-designers/

~12d ago

joreg: Live now: The 10th #vvvv online meetup: https://youtu.be/ShUefLRL_H0

~17d ago

karistouf: thank you @joreg