Flipped normals rendered incorrectly

Is there any way to make Blender render flipped normals correctly?
Both 3D view and built-in renderer do it all wrong.

Yes, I already know about UV Face Select, but that doesn’t help me.

And no, I don’t want this to correct my flipped normals, but to use them as flipped in other software.

Little example:

Same .3DS file rendered with Blender and 3DS MAX. MAX renders it correctly both in viewport and renderer.

in edit mode, face select enabled, Select via shift-RMB those faces you want flipped. In the menu header, select Mesh->Normals->Flip

btw, just looking at your comparison, make sure you are comparing apples to apples. in Blender, put the box on a stage like you did in Max, (a bottom, back and side plane) and put a light above it so it shines like in the Max.

i just did it and it’s exactly the same. no light required, just position the camera correctly and flip the normals on the top face of the cube.

sorry, light needed by default

I know how to flip normals and blender indeed flips them, but my problem is that it renders them incorrectly, as everything was two-sided (and trust me, they are not). That rendered picture is exactly same .3ds and it’s actually made with Blender, then exported to .3ds and then rendered with Max.

Lighting and other differences are propably caused by bad exporter or differences in renderers, but they are not my problem.

I just want that 3d view to render all polygons correctly. Really makes me angry when single sided polygons are rendered as two-sided.
Both renderer and 3d view do this.

well, if you want them single sided, turn off double-sided. Editing buttons, mesh panel.

If you didn’t notice, I just said they are single sided, but rendered as double sided.

What you are trying to do is called back-face culling. It is standard in Max but in blender you have to be clever. Zero-D has generated a material that will allow back-face culling and posted a blend. You can find a copy here
backface.zip