Question: I have bunch of objects that I want to position next to each other in a scene. When they are next to each other, there is an apparent seam between them due to different normal directions. The normal directions are this way, of course, because the two objects are of a different mesh.

**Is there a way to manually change the direction of normals for specific vertices like in 3DS Max, Maya, etc.?**

[![enter image description here](https://i.stack.imgur.com/D2G60.png)](https://i.stack.imgur.com/D2G60.png)

Answer: 
I think it is answered by Anthony Forwood:

> 
> The Blend4Web add-on allows you to manually edit normals.
> 
> 
> 

The add-on itself can be downloaded from [here](https://www.blend4web.com/en/downloads/). Documentation on how to use it can be seen [here](https://www.blend4web.com/doc/en/normal_editor.html).
I created a Blender **add-on** for this exact purpose called [TiNA](https://gitlab.com/Modanung/TiNA) which allows you to easily transfer normals between objects. TiNA basically turns the somewhat overwhelming [Data Transfer Modifier](https://docs.blender.org/manual/en/dev/modeling/modifiers/modify/data_transfer.html) into a set of more specialized and comprehensible operations.  

There's a [special branch](https://gitlab.com/Modanung/TiNA/tree/b2.80) for those using Blender 2.80 beta.

[![TiNA|](https://gitlab.com/Modanung/TiNA/raw/b2.80/Logo.svg)](https://gitlab.com/Modanung/TiNA)

```
 Hotkey           | Operation 
------------------|-------------------------------------------------------------------
 Alt+N            | Transfer Normals from selection to active object
 Shift+Alt+N      | Transfer Normals from active object to all other selected objects
 Ctrl+Shift+Alt+N | Clear Custom Normals data for entire selection
 Alt+W            | Wrap Normals

```

In your case you could transfer the normals from a cylinder (created by extruding a duplicate of the connecting edges along the Y-axis) to the bends by selecting all three objects, and - with the cylinder as your active object - hitting `Shift`+`Alt`+`N`. You can limit the distance of the effect or pick a vertex group to contain the modification.