algorithmic modeling for Rhino

cheap tricks - mesh color by normal direction (akin to normal map)

Found it almost by accident while working on something entirely different, and maybe not exactly the same kind of mapping you would find, say, in 3D studio or Blender, but a fast and cheap way to test your mesh normal orientation.

Enough foreplay, here it is:

All the first part is just to generate some noise-displaced mesh, but all in all is very simple: plug your normals into the vertex color input (I cast them to colour right outside for speed purposes). It may also be nothing new, but I searched a bit without finding anything similar.

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Comment by Bethany Bauch on May 21, 2020 at 6:54am

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Comment by Alessio Erioli on October 11, 2017 at 8:10am

Hi Stuart, that's Giulio Piacentino's Perlin Noise component, you can find it here:

Comment by Stuart Lodge on October 9, 2017 at 3:41pm

Hi Alessio,

Can you please tell me what the component name is that that has the inputs (Pt, t, s)



Comment by Alessio Erioli on April 8, 2016 at 3:07am


Comment by Petras Vestartas on April 7, 2016 at 8:01am

Pretty colors:)

Comment by Alessio Erioli on April 7, 2016 at 12:43am

if you plug the XYZ vectors with parameters from -1 to 1 (which is the normals range) you can see how it converts to color. As expected, they influences RGB values respectively (X -> R, Y -> G, Z -> B), -1 to 0 and 1 to 255, leaving the other color parameters to neutral gray (128).

Comment by Ryan Whitby on April 6, 2016 at 4:05pm

Any idea on how its converting the vector to and rgb value inside the Mesh colours component?  I tried using the deconstructed vector with fRGB and XYZ colour components but the values it returns are different.





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