Design Nomenclature / Form & Geometry

Normal

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

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