Author Topic: backface cull in object properties do not work...  (Read 5681 times)

2015-07-15, 11:19:19

amitshneor

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is backface culling not working in corona?
i have a box with flip normal modifier and backface cull in object properties, but it renders as 2 sided.

any clue?

2015-07-15, 11:39:12
Reply #1

maru

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It's just the way Corona works. You can use CoronaFrontBack map in opacity slot to produce the same effect.
Marcin Miodek | chaos-corona.com
Chaos Corona Support Team Lead | contact us

2015-07-15, 15:04:58
Reply #2

amitshneor

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well...tried it in opacity slot...white in front face black in backface...the model turns black.

am i doing it wrong?

2015-07-15, 15:10:54
Reply #3

maru

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well...tried it in opacity slot...white in front face black in backface...the model turns black.

am i doing it wrong?
If it's a solid model (with thickness) then nothing is wrong, you are simply viewing the inside of the model, which is black because no light gets inside. :)
Marcin Miodek | chaos-corona.com
Chaos Corona Support Team Lead | contact us

2015-07-15, 15:53:26
Reply #4

PROH

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AFAIK the Backface Cull switch in object properties is only for the viewport display - not the renderer (no matter what renderer).

2015-07-15, 16:01:57
Reply #5

maru

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AFAIK the Backface Cull switch in object properties is only for the viewport display - not the renderer (no matter what renderer).
Nope. It usually renders like in viewport, unless you select "force 2-side" in render setup.
Marcin Miodek | chaos-corona.com
Chaos Corona Support Team Lead | contact us

2015-07-15, 18:31:50
Reply #6

amitshneor

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its a simple box. no shell or thickness.
still black..


?

2015-07-16, 11:02:56
Reply #7

maru

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Light does not get inside. Take a look:
Marcin Miodek | chaos-corona.com
Chaos Corona Support Team Lead | contact us

2020-12-24, 16:50:48
Reply #8

sk-films

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For those who searching - #Corona Clipping Mesh , #Corona Custom Clipping Plane, #Corona Mesh Clipper 
It's not slicer, but actual clipper.

Check the screenshot attached.
In short - Replacing direct visibility with transparent material (based on distance object). Leaving the rest of properties of material the same as original.

Hints:
 1) You can easily swap White and Black colors in Distance Map and it will be reveal object (insted of clipping)
 2) You can use Mask (bitmap) instead of Distance object.
 3) you can use Front/Back Texmap to render as it is backface culled (All the lighting and reflections stays original)

P.S. Hope devs can implement this feature (as it will be much more efficient on their side, as it will just start rays from the back of the mesh)



« Last Edit: 2020-12-24, 17:16:57 by sk-films »