# \#vertexnormal

**URL:** https://discourse.threejs.org/tag/vertexnormal/1090.md

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## [Can I completely disable the calculation and storage of vertex normals on a geometry?](https://discourse.threejs.org/t/can-i-completely-disable-the-calculation-and-storage-of-vertex-normals-on-a-geometry/88373)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 3\
**Last updated:** [December 2, 2025, 2:00am UTC](https://discourse.threejs.org/t/can-i-completely-disable-the-calculation-and-storage-of-vertex-normals-on-a-geometry/88373 "2025-12-02T02:00:55Z")

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I have a very large BufferGeometry that I manually provide the vertices, indices, and uv attributes to. This BufferGeometry represents a large heightmap. When I make a Mesh out of this geometry, I apply a custom MeshLamb…

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## [Does geometry.computeVertexNormals() use weighted normals?](https://discourse.threejs.org/t/does-geometry-computevertexnormals-use-weighted-normals/87203)

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**Author:** [@torrent](https://discourse.threejs.org/u/torrent)\
**Replies:** 2\
**Last updated:** [September 26, 2025, 9:38pm UTC](https://discourse.threejs.org/t/does-geometry-computevertexnormals-use-weighted-normals/87203 "2025-09-26T21:38:00Z")

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I understand that when calculating vertex normals, one can get the “weighted” average of normals attached to a vertex versus “unweighted” average of normals. With a “weighted” average, “bigger” triangles have a higher we…

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## [VertexNormalsHelper not aligned with mesh after animation / model load](https://discourse.threejs.org/t/vertexnormalshelper-not-aligned-with-mesh-after-animation-model-load/82409)

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**Author:** [@Oleksandr-Fedorov](https://discourse.threejs.org/u/Oleksandr-Fedorov)\
**Replies:** 0\
**Last updated:** [May 11, 2025, 10:06pm UTC](https://discourse.threejs.org/t/vertexnormalshelper-not-aligned-with-mesh-after-animation-model-load/82409 "2025-05-11T22:06:01Z")

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Hi everyone, I’m working on a 3D model viewer in Three.js with animation support. I’m trying to display vertex normals using VertexNormalsHelper, but the normals appear disconnected or floating away from the mesh geomet…

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## [flipped normals after using scale x to -1 (mirror effect)](https://discourse.threejs.org/t/flipped-normals-after-using-scale-x-to-1-mirror-effect/58392)

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**Author:** [@xdxmxnx](https://discourse.threejs.org/u/xdxmxnx)\
**Replies:** 8\
**Last updated:** [November 26, 2023, 5:21pm UTC](https://discourse.threejs.org/t/flipped-normals-after-using-scale-x-to-1-mirror-effect/58392 "2023-11-26T17:21:04Z")

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Hi guys, I have been looking for a solution for a very long time, but unfortunately I could not find one. I tried to find a solution here, stack overflow, even chatGPT and nothing could help me. My problem is about flip…

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## [Set custom vertex normals](https://discourse.threejs.org/t/set-custom-vertex-normals/32781)

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**Author:** [@TiagoCavalcanteTrindade](https://discourse.threejs.org/u/TiagoCavalcanteTrindade)\
**Replies:** 4\
**Last updated:** [December 18, 2021, 8:09pm UTC](https://discourse.threejs.org/t/set-custom-vertex-normals/32781 "2021-12-18T20:09:04Z")

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Is there a way to set the vertex normals to something like Wolfram’s VertexNormals? I have tried setting the BufferGeometry normal attribute, but that didn’t worked.

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## [computeVertexNormals in cutom BufferGeometry](https://discourse.threejs.org/t/computevertexnormals-in-cutom-buffergeometry/29053)

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**Author:** [@RAUMIK\_RANA](https://discourse.threejs.org/u/RAUMIK_RANA)\
**Replies:** 3\
**Last updated:** [August 19, 2021, 10:43am UTC](https://discourse.threejs.org/t/computevertexnormals-in-cutom-buffergeometry/29053 "2021-08-19T10:43:44Z")

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I want to create slanted cylinder for my purpose. so I tried and some how created(which suits my requirement) BufferGeometry which takes radius, depth & angle. But my problem is with rendering. I used side: THREE.Fron…
