I can`t look thru faces with normals pointing inwards!

If all normals point inwards, then i shoud be able to look right inside the mesh, right? I mean it happens in all other 3d software i tried.

How do i setup my Viewport (or model /material) for it?

I tried ZInvert but its not quite the same…
To uncheck doublesided didnt help it either.

I just don`t get it…

EDIT: Maybe I should read the post before I reply…

DoubleSided is for the GameEngine and ZInvert is Global not Local; you see objects behind.

You can only do what you want with UVMapped textures.

%<

Ohhh…

im wondering why it didnt crossed my mind to try this earlier.

Still thinking its odd that you first have to Texture it, but i can live with that.

Thanks!

Now its fine in the Vieport but Renderoutput shows still a Solid cube. So, i checked No V.Normal Flip , and i only got a Black shape out of it.

I gues Blender didnt let light thru any Face, so i moved a light source right into this object. Still looks like a solid after Rendering.

pew…its frustrating! :expressionless: