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3 Dimensional Chat / Make double-sided faces in blender?

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Da_Rhyno
12
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Joined: 25th May 2011
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Posted: 14th Oct 2011 08:53
Hi all!
How do I make my faces so that way they show both ways in blender?
Chris Tate
DBPro Master
15
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Joined: 29th Aug 2008
Location: London, England
Posted: 14th Oct 2011 14:43
Hi

In Blender, or in the DBPRO? In DBPRO objects are displayed without back faces when [Set Object Cull] is set to 1; by default. Setting it two 0 will force the engine to draw both sides; which drops performance at high levels of polygon count.

You can also flip the direction of certain face normals using the Flip Normals button (CTRL F, then 1) in the edit mode toolbar in Blender. The Re-calculate Normals (CTRL N) button, often works well for when you fill holes (F) or attach new faces to meshes.

You can see what way normals are facing in edit mode by showing the transform panel (CTRL N), Mesh Display > Normals > Faces.

Da_Rhyno
12
Years of Service
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Joined: 25th May 2011
Location:
Posted: 14th Oct 2011 19:39
Thanks! Maybe I should just turn off backface culling then in my DBPro programs.
Chris Tate
DBPro Master
15
Years of Service
User Offline
Joined: 29th Aug 2008
Location: London, England
Posted: 14th Oct 2011 23:40
I turn backface culling off for certain walls; where the player will never be able to tell how thick the wall is. I can get a double sided wall out of one quad. The downside is that you have to use the same texture; according to my knowledge; but lighting effects and shaders can alter the look based on what direction the normal is facing.

For most objects I leave culling on, to improve frame-rate; although I tend to get the impression that it is the number of objects, rather than the number of polygons or limbs on the screen at once that causes the most major slow down in most situations; so far.

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