07-25-2026, 03:42 AM
As a gameartist, tyConform is an absolute gift and has elevated my workflow a lot. It is easily my most used modifier in the toolset, but I noticed it has a bit of a shortcoming when it's used to conform normals.
The pipeline I'm currently involved in makes use of a lot of floating geometry for which the modifier has been pretty essential.
In my specific case those floaters do already have explicit normals. Unfortunatly whenever the "affect normals" box is ticked in the modifier any explicit normals are reset, no matter if "rebuild normals" is enabled or not. I'd like to blend the outer edges of the geometry with the surface underneath so it would be great if the "use vertex selection" option would also work when there are already explicit normals present. Ideally this would also allow for softselections.
The pipeline I'm currently involved in makes use of a lot of floating geometry for which the modifier has been pretty essential.
In my specific case those floaters do already have explicit normals. Unfortunatly whenever the "affect normals" box is ticked in the modifier any explicit normals are reset, no matter if "rebuild normals" is enabled or not. I'd like to blend the outer edges of the geometry with the surface underneath so it would be great if the "use vertex selection" option would also work when there are already explicit normals present. Ideally this would also allow for softselections.

