Object with an inside and an outside

How do I have an object so that it has an inside and an outside, such as a hollow cylinder?

Do you mean just how would you show a cylinder with no caps or a hollow shape where you can still see the faces from the inside? In your 3D app you need to duplicate the object and reverse the normal direction of the faces on the second object. Unity doesn’t show the back faces of polygons by default.

Thank you. That is exactly what I needed :slight_smile:

Actaully I think it’s probably easyer and less confusing in modeling if you just use the proper shader. What shader are you using? I’ll change it and set the culling to what it should be for viewing of both sides.

Bill

Good point… a double sided shader would be better and less confusing, in fact I wish there was a checkbox on each shader that could toggle this function.

Hey Bill, if you do make this shader (which there’s already an example similar to this over at the WIKI) could you try and get fancy and have a different texture for each “side”? This would be really cool.

You’re going to become the Don of custom shaders soon. We’ll all come to Don Sync and ask for a shader in return for an undisclosed “favor” in the future :wink:

Sure, you could set 2 textures on both sides. It will have to be done with multiple passes but thats not too expesnisve.

I’ll see what I can whip up in a little bit.

Just wait till I get my GFX card, then I’ll be doing some crazy Cg stuff… and then you can call me the don of shaders. :wink:

Bill

I’m really looking forward to this too, sync. Right on!

Should be done soon I’m asuming, I tested the beta of the shader and its cool, just that its not lighting corectly. So hold on to your seats :stuck_out_tongue: Jeff

Not lighting correctly eh? Well I’m not going to whack Virgil Sollozzo for Don Sync until this is corrected. It’s just direspectful to the family business.

I bet it’s a problem with the fact that Unity lights ignore the backfaces. That’s a pickle :?

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lol.

Yeah your right Ethan, the lighting is only being calculated from the front face. So although both sides are visible the backface gets the lighting calculation from the front. I could make the object not affected by lighting but it really should be. Im waiting on peter to get online or a post on the problem, either way ill figure it out tomorrow (I hope).

Btw, Ethan, how come you havn’t been on aim lately?

Bill