I created a Cornell Box in C4D. I saved the project under my unity project > assets > cd4_proj. My Cornell Box is a Cube with the front face (polygon) removed, therefore it has only the Left, Right, Top, Bottom and Back polygons. Within the Cornell Box are two other Cube objects.
When I open Unity, I see my C4D project and within that my Cornell Box. I drag that into the scene (Unity does its FBX import) and everything looks great except I can see through the Cornell Box when looking head on, as if the inner polygon walls do not exist (the inner cube objects are fine, its the actually walls of the Cornell Box.) If I rotate the Cornell Box I can see the polygons externally, just not when I’m looking in the box.
Of course in C4D it renders fine. So, it would seem that Unity or the FBX import isn’t registering the inner polygons, only the external.
I’m sure this is a common problem, but I’m a noob to C4D (learned, however). Any ideas?
Thanks. I would like to see them from inside and outside, so I guess what I need to do is apply polygons on the inside as well, or is there a way in C4D to apply the normals to both sides?
A polygon only HAS one normal. There are in fact two sided shaders - if you want to write one yourself or proabably look around in the wiki.
Then again - why don’t you just make a mesh that’s actually solid? Meaning: the sides of the cube with an actual thickness and all the normals facing outside? remember: two sided polygons also don’t have a thickness to them.
If you must use twosided polygons without a special shader - simply duplicate your box in Cinema and invert all the normals. You’ll have twice the polys but normals facing in the correct direction in- and outwards. If you get z-fights/weird artifacts offset the planes a little from each other. If you’re not going to use an interpolated alpha texture you should be fine, though.
Still: I’d prefer a model with an actual thickness to it.