No, weighted normals is something different. Just regular smoothing groups(hard/soft edges) So for instance, in Max, there are 2 ways of doing it: 1 - select edges and set them as either hard or soft. 2 - select faces and assign a smoothing group(where smoothing groups change between faces the surface shading is…
Anyone knows how to create a primitive aligned to a specific normal? Was looking into doing this so I could select a face and place the primitive already there...