Double Sided
- CaseyB
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Double Sided
I am trying to make a model in Blender and I need to create a plane that can be seen by both sides. Picture the feet of a duck. I want to create the web between the toes. I put a single plane, but it was only visible from one side, then when I tried to put another Blender said that "These points already form a face." How can I get the "webbing" to be visible from both sides?
- Chris Jones
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- CaseyB
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- Bren
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I was wondering the same thing when looking at the discussion on muzzle flash: http://www.ogre3d.org/phpBB2/viewtopic.php?t=19023
How are the double sided polys made? I realize all those screenies are from max, but what happens when this is exported to OGRE?
Maybe the depth fighting you see is a Blender issue, and it will be fine in OGRE? I don't know.
How are the double sided polys made? I realize all those screenies are from max, but what happens when this is exported to OGRE?
Maybe the depth fighting you see is a Blender issue, and it will be fine in OGRE? I don't know.
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scotths
- Kobold
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I have that problem a lot when I view a model in the 3D window in textured mode in Blender. Usually, when it is exported to an engine it looks OK though. But I imagine this is not always predictable. This is the only way I have found to fake double-sided-ness.Bren wrote:Maybe the depth fighting you see is a Blender issue, and it will be fine in OGRE? I don't know.
Scott
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- Jerky
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- CaseyB
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- jacmoe
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Try to disable culling in your material script:
Code: Select all
cull_software none
cull_hardware none/* Less noise. More signal. */
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- lonewolff
- Ogre Magi
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That did the job.
But, I find now that if shadows are turned on and the camera is placed on the shaded side, there is flickering between the lit and shaded areas.
This mainly happens when the camera is relatively close to the object.
Any ideas around this? Or am I better off going for a proper double sided mesh?
I would prefer to avoid this, to keep polys as low as possible, as my intended scene will consist of many polys as it stands.
But, I find now that if shadows are turned on and the camera is placed on the shaded side, there is flickering between the lit and shaded areas.
This mainly happens when the camera is relatively close to the object.
Any ideas around this? Or am I better off going for a proper double sided mesh?
I would prefer to avoid this, to keep polys as low as possible, as my intended scene will consist of many polys as it stands.
- jacmoe
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I think you will improve performance by adding those extra polys, because it will minimise render state changes. 
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
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