I can see the plane has textures on both sides in my application but when I import it into Sansar only one side of the plane has a texture and the other side is totally transparent. Is there some step I am missing?
14 comments
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Agustine Sansar doesn't support double- sided like your 3d app does...you need to make/have 2 plane/poly sides on your mesh..
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Richardus Raymaker Like Augustine say. A plane have only one visible side.
In blender you can enable some indicator to see what side is the visible side.In the transform menu (press N in 3D view if not visible). Press the cube and adjust the line height. This works good for many things.
With 2 planes and the correct side is out. It looks like this.
Along this option i also use the backface culling checkbox to spot if a face is the correct way or flipped. because in small object the above option is not really option. You not see line belongs to what.If you use backface culling, also in the transform menu.
If everything is correct it loks like this.When you enmable the backface culling option you will see that the plane get invisible side. and the corretc side keeps visible.
This way it's pretty easy to spot wrong faces.
If you not already see it because it's just a different color in the 3d viewer compared to neighborn faces. That's a 3rd option i use to spot wrong faces. -
Chris Jackson Yep, backface and normals direction check is a must habit. Do that and you won't have to keep going back and making repairs.
Single side plane is what I use for walls in most cases so that I can change room walls easily. If you will be on the other side of the wall, you of course would use opposing planes like Richardus showed.
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Kallah OK well IMHO Sansar needs to *fix this*. I have a tent that I can see both sides of in blender, inside and outside, but when I load it up in sansar I can only see the outside texture ... this is not a good thing. I shouldn't have to rebuild a fake inside just so the tent looks realistic inside and out. You will find the same problem when we start doing avatars. Please fix it.
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Richardus Raymaker I have not tried 2 sided. i really need todo that. But did you selected with uploading the right shader ?
I think you need to select this one.
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Kallah Thank you so much Richardus, that did it ;o}
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VR Architect I use some 1 sided planes. The only catch is if you rotate it to the back side, you will not see anything but the atlas. I was actually wondering if using such a 1 sided plane will cause a performance hit or is it faster than say a very flat cube?
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Richardus Raymaker Good question, but i would say it use less resources. because less faces , edged and polygons.
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Teddy Things shouldn't have zero thickness.
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Chris Jackson Please explain why. I use single-sided all the time with what I perceive as better performance.
Think about it...If you have a wall, would you make that wall out of a flat cube or a plane? Which should be better performance?
We delete unseen faces all the time, so what's the difference? There is none.
Fewer vertices the better, period.
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Agustine ....Plants and tree leaves are a good candidate for a single plane with two-sided shader mask... better optimization practice.. however, currently I see the two sided shader/alpha has artifacts on windows or any part that has transparency on larger architecture items so I tend to avoid using it till its addressed..
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Galen Zero thickness (two-sided) planes present a challenge for a physics engine, as I recall. The thicker an object is, the more objects colliding with it will behave correctly.
If your plane does not entail collisions, it's not a physics problem, any more.
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VR Architect When I use one sided planes it is for placing decals on another object like a sticker on a wall. Thus I don't use a collision with the plane as the wall already has it.
My question is for the LL devs, is this a good or bad practice with their engine and will this ability stay in the final go live code.
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Galen The more trigons you have in your scene, the more resources they consume on your local machine. In this case, on your video card.