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Question by MaliusArth · Sep 04, 2013 at 06:15 PM · importmayabackface

Maya-to-Unity3D: backfaces are not drawn in unity

I've made a simple double sided mesh in Maya (an open Cylinder). Deleted all "History" & "Non-Deformer History" via Edit->Delete All by Type saved it as .mb and imported it into Unity by dragging the file into the Assets folder. Unfortunately, the backfaces kinda got lost during the Import...

I don't know what I'm missing here...

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Answer by fherbst · Sep 04, 2013 at 06:19 PM

Do you mean double-sided as material property (this is totally Maya-specific) or a real shelled object (has polys in- and outside, has a wall thickness)? Former won't work, latter will.

Maya solution: apply a shell modifier or something like that (don't know the exact way in Maya), or duplicate your cylinder, invert the normals of the second one, and merge them together.

Unity solution: You could write a custom shader/change an existing one to display backfaces. All the built-in ones cull them away for performance reasons.

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avatar image MaliusArth · Sep 04, 2013 at 06:25 PM 0
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I think it's rather the material property. I just don't want it to have any thickness

avatar image fherbst · Sep 04, 2013 at 06:27 PM 0
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Then you know your answer - apply a shell modifier or something like that (don't know the exact way in $$anonymous$$aya), or duplicate your cylinder, invert the normals of the second one, and merge them together.

avatar image MaliusArth · Sep 04, 2013 at 06:36 PM 0
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why is that? isn't unity3d capable of displaying back faces? or are they opted-out or something?

avatar image fherbst · Sep 04, 2013 at 06:38 PM 0
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You could write a custom shader which displays backfaces. All the built-in ones cull them away for performance reasons.

avatar image MountDoomTeam · Sep 04, 2013 at 06:51 PM 0
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you just have to add one single line into any of the shaders you want to use on that object, all unity shaders display from one side unless you specify they should display from both by rewriting the shader

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