Meshlab split mesh1/5/2024 ![]() Double sided meshes with different materials ^ Because standard double-sided polygons are created this way, the duplicate will also carry the same 'face data' as the original - the same materials, UVW's, textures, etc are copied onto the inverted face when duplicated, resulting in both being identical (except for the orientation).ĭesign note: this is one reason why polygons have face normals they are the mechanism through which the orientation a given face is determined (which direction it faces and it's general position). This is done through duplicating and inverting (relative to the orientation of the original face the duplication came from) a face so its normal point inwards, the end result being two identical faces, back-to-back. If, on the other hand, the mesh needs to have an 'inside' this means 'forcing' double or two-sided polygons. Due to the fact that items are rendered to screen this way, standing inside a mesh looking out, the user or player is able to see the external world because nothing is blocking their view of it. Generally speaking all faces are rendered single sided by default as it's the quickest and most efficient way to give shape and form to, and in, a real-time environment by processing the coordinate data associated with the individual polygons from which objects are composed. 'Yes' and 'no' depending on what you're trying to do and what you're using. Single sided faces & meshes ^Ĭan I have a two sided face in Blender/my game using different materials on each side? Note: Backface Culling and "Texture Face" settings are not the same as 3D View Transparency.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |