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Double sided material
#378337
07/22/11 16:17
07/22/11 16:17
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Malice
Unregistered
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Malice
Unregistered
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Can we get a double sided material flag for the engine and skin settings in MED? 3ds max has a flag that makes any plane using the material double sided. I am using the Tree generator posted on the forum the other day. Instead of using individual leafs planes I'm using the group leaf planes option. But the planes are single sided geometry. I would have to go into the model and hand copy all those polys and flip the normals to have a 2 sided set of leafs. Since the leaf planes use the same texture it would be nice if I could just check a "double sided" flag in the skin settings and not have do all the model work. I know the engine does this with sprites sometimes so it should be possible right?
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Re: Double sided material
[Re: Slin]
#378343
07/22/11 17:01
07/22/11 17:01
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Malice
Unregistered
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Malice
Unregistered
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I guess I'm gonna have to read that shaded tutorial? Right? It's achievable simple by doing the first 3 lesson in the shader tutorial and adding the CullMode line in the end. Then assigning the .fx to the skin in MED. *BUT* I still think a simple check box flag in MED would be easier for newbies and people who are not so sure about shader programming.
Last edited by Malice; 07/22/11 20:15.
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Re: Double sided material
[Re: darkinferno]
#378889
07/27/11 15:16
07/27/11 15:16
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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I am guessing a flag would result in same thing too. 2 sided rendering is 1 line of code, you can just add it to your shaders.
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Re: Double sided material
[Re: darkinferno]
#378956
07/28/11 10:30
07/28/11 10:30
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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These assumptions have already been made on larger scale. I mean, you are not noob, just go ahead and add it. Main wrong assumption on the engine's part is that "by the time user really needs such thing, they would not be so noob anymore". My point is, before we stop assuming that users will be able add 1 line of code to a shader, we need to change a lot of stuff about the engine.
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