Hi @Koshisimsofficial, sorry for the late, YT didn't notify me about this comment! Actually nope, it's not possible unless you have a method to delete the geometry of the wall that has the normal towards you, i would say, using GN for example.
The main reason I use this technique is to be able to maintain the right lighting, interaction and bounces of the lights and the interactions between the objects and the walls themselves inside an environment. Without it you could lose some and important rendering aspects.
It’s the primary way to get outlines with npr shading. Certain shaders, rendering situations. Trickery… but the NPR outlines totally wouldn’t work without it
Can you do this with a wall? How do I make a mesh plane 2 sided? For home construction purposes
Hi @Koshisimsofficial, sorry for the late, YT didn't notify me about this comment!
Actually nope, it's not possible unless you have a method to delete the geometry of the wall that has the normal towards you, i would say, using GN for example.
@ thank you so much
Backface culling is no longer located there in 4.3. trying to find it is proving to be a nightmare
I’m using v.4.3 right now and it’s still in the Viewport Shading options but be sure to be in solid mode otherwise it doesn’t exist.
At 3:11 did you use any keyboard shortcut to switch connections?
Yes, i used ALT+S on the selected node but make sure to have the Node Wrangler Addon enabled.
@@andrea_ciani thanks
@ you’re welcome!
Is there any specific reason to use this in any situation?
The main reason I use this technique is to be able to maintain the right lighting, interaction and bounces of the lights and the interactions between the objects and the walls themselves inside an environment. Without it you could lose some and important rendering aspects.
It’s the primary way to get outlines with npr shading. Certain shaders, rendering situations. Trickery… but the NPR outlines totally wouldn’t work without it
@@fergadelics Good to hear that!