I have this UV Sphere set up with a world map alpha texture mapped onto it. I’ve mixed a diffuse and transparent shader together, using the Alpha as the mix factor. I do not want the faces with the backs of their Normals showing. Essentially, I want the faces whose Normals are pointing to the camera to be shown. The transparent areas should show the background or whatever’s behind the sphere and not the backfaced Normals.
I’ve played around with Backface Culling and such, but cannot seem to get the desired effect.