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How to color the (transparent) underside of a mesh
Hello, I believe this is a relatively simple question. I have a tent model that looks fine on the outside, but once you step inside of the tent, the entire underside of the tent is transparent and you can see out of it as if walls didn't exist. I'm sure this question has been asked somewhere, but alas, I could not find it and asked here. Here's what it looks like. Any help would be much appreciated!
I should also probably add that I attempted to fix this problem in blender, but it looked non-transparent there. After exporting as fbx, it's transparent.
this is just how video cards and there rendering works. it doesnt really have anything to do with unity. faces and trianges show from one side. if you want to show the inside of your tent you have to model it in your modeling program.
hopefully your modeling program has an option to "flip Normals". you would make a copy with flipped normals and combine it with the original so your fbx file has the extra inside faces so that unity can render it.
Answer by MacMC · Oct 11, 2018 at 02:58 AM
So, this is basically how game engines work. It's referred to as "backspace culling" if you want to look into it further. Only the triangles with front-facing normals are paid any attention. By extension, if you ever import a model and you have 'missing' faces, improperly set up normals are probably why. There are essentially two options to fix this.
Model the inside of the tent. Probably the best looking and least troublesome option, but of course, it will require more time and effort to do.
Enable backface culling within the shader. This is as simple as setting a flag. You can either write your own shader or find one, it is relatively easy to do especially with a shader graph tool (which I think is built in to unity now?) . While it's easy and fast, the downside is that it's essentially just 'reversing' the same face, because it technically is. So it will share whatever texture is present, and so on and so forth.
Hope that helps!
Thanks so much, for anyone possibly viewing this in the future, I went into blender, duplicated the model, ctrl + n to flip the normals and resize the interior to fit. Worked like a charm. Thanks!
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