Hello,
I’m really disconcerted by a conversion problem from Cinema4D.
Like the joined image, normals invert themselves after integration in Unity.
I unchecked “Automatically calculate normals” but I still have “holes”.
My meshes are correct, aligned normals, apparently all good. I tried to export in fbx and I opened the file in Cheetah. All is good. I imported this fbx in Unity, there are always this “holes”
Did someone have the same problem and resolve ?
It is the shader that I used.
This is the “Vegetation Vertex Lit” shader.
Its advantage is a better luminosity than the “Vegetation Two Pass”. It accepts lights like the “simple” Diffuse Shader.
Of course you can make a double sided shader and that will work around the problem. But it’s not fixing the problem at the root and you sacrifice performance while doing it.
But then again if you got the double sided shader already and it works… Good enough.
Ok but I think my meshes are very clean. So I don’t know what is the problem to fix apart from the shader.
To have a two pass shader which have a good luminosity like “simple diffuse” shader, I searched in the forum and tried to understand with my school english and I did’nt find the solution.