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Question by ScottKnowsnow · May 23, 2012 at 09:16 AM · importmaterials3dsmaxmaterial renderer

Can you import 2 sided material from 3ds max to unity?

I have a problem, I have made a cauldron like object, to decrease the vert count I just made the outside, and left the inside the way it is, however planes are not 2 sided so although its fine in 3DS max the inside of the cauldron is invisible when imported to unity.

I made the object with a 2 sided material using the material editor however it did not work for unity, does anyone know how to fix this?

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avatar image Fattie · May 23, 2012 at 03:05 PM 0
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The short answer is no. Your art department has to very carefully build 2-sided models, if it is relevant to your project.

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Answer by hathol · May 23, 2012 at 09:29 AM

Unity has backface culling (don't render the "inside") by default turned on. You could theoretically enable it in your shader, but I would highly recommend not to do so. The problem is, that your normals will still be the same, so if you turn backface culling off, your lighting will go nuts. To counter that, you would have to make your shader code more complex, so ultimately you might end up using more performance than before, even though you have less geometry.

The usual approach is to duplicate (and maybe slightly rescale) the mesh for the inside and then just flip the normals.

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avatar image ScottKnowsnow · May 23, 2012 at 02:24 PM 0
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thanks will do!

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