_BackBONE
(_BackBONE_)
1
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…
henrymop
(henrymop)
2
EDIT: Maybe I should read the post before I reply…
Fligh
(Fligh)
3
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.
%<
_BackBONE
(_BackBONE_)
4
Ohhh…
im wondering why it didn
t 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!
_BackBONE
(_BackBONE_)
5
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!