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Let's say I have an 3D object (semitransparent) which contains another object in it. To make it more visible I used backface culling which really works fine in the solid display. When I try to switch my view of the object from solid into rendered it seems like the backface-culling doesn't work in render mode. Is it possible to keep backface-culling in rendered view?

Thanks for the answers!

Sazerac
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Khang Cao
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2 Answers2

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  1. Select the material that you want to be with Backface Culling and enable Use Shader Nodes.

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  1. Open Node Editor and select the material you are using in the Material Node.
  2. Add Geometry Node and connect Front/Back socket to Alpha socket in the Output Node.

enter image description here

Denis
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    For cycles: http://blender.stackexchange.com/questions/2082/how-can-i-make-a-material-only-apply-to-a-side-of-a-plane/2083#2083 –  Jan 25 '17 at 05:01
  • Thank you Denis! But my object should also be semitransparent / connected to the Alpha. For example there is another smaller spherical in this spherical. The bigger spherical should be semitransparent so I would be able to see the smaller one. How can I combine the two Alpha with the one at the Output? – Khang Cao Jan 26 '17 at 00:36
  • @KhangCao I think it should work with math node using Add. – Denis Jan 26 '17 at 00:38
  • In Cycles: https://blender.stackexchange.com/a/2083/62466 – oxidworks Sep 18 '18 at 13:44
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I saw that this was partially answered, but if you want to keep your existing alpha channel there's an extra step. Create a Math node and connect the Alpha socket from the Material node to one of the two sockets, and the Front/Back socket from the Geometry node to the other. Be sure to set it to Multiply, not Add like the existing comment said. Nodes

Fawful
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