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headus 3D scans

backface culling

 
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starcow



Posts: 4
Joined: 14 Jun 2014

PostPosted: Mon Jun 20, 2016 5:36 am    Post subject: backface culling Reply with quote

Hello everyone
Is there a option to activate BACKFACE CULLING in the 3DView?
I cant find this option.

sincerely
stracow
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Mon Jun 20, 2016 5:03 pm    Post subject: Reply with quote

No, there's no option for culling currently. I'm curious to know though why you might want that?

Phil
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starcow



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Joined: 14 Jun 2014

PostPosted: Tue Jun 21, 2016 8:26 am    Post subject: Reply with quote

Backface Culling is very useful to make sure a element is watched from the "right" side. When there is no backface culling and no poly-normal is shown, its impossible to say if the uv-layout is fliped or not.
In other cases, when you have a closed room-architecture it helps a lot to navigate.

sincerely
stracow
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headus
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Location: Perth, Australia

PostPosted: Wed Jun 22, 2016 2:10 am    Post subject: Reply with quote

"impossible to say if the uv-layout is fliped or not"

If you turn on the checker grid with the numbers (a couple of taps of the T key) then you'll be able to see backwards numbers on flipped UVs.

"when you have a closed room-architecture"

Oops, I didn't think of that!

So see attached image of a culling example ... would it be of help to leave the wire lines in there and just hide the faces, or do you want all of that to go as well?

Phil
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starcow



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Joined: 14 Jun 2014

PostPosted: Fri Jun 24, 2016 1:56 am    Post subject: Reply with quote

Hi Phil!
Many thanks that you respond as promptly.

headus wrote:

If you turn on the checker grid with the numbers (a couple of taps of the T key) then you'll be able to see backwards numbers on flipped UVs.

This shows very well the problem. Because if you look at the surface from behind, the Textur will be mirrored. So you can no longer say if the UVs are flipped nor not.
You have to know what is the Front. So you need a indicator anyway. Backface culling or Polynormals. Both will work.

headus wrote:

So see attached image of a culling example ... would it be of help to leave the wire lines in there and just hide the faces, or do you want all of that to go as well?

Phil

Oh, this is great! I didn't realized that the ED-View allready has the BACKFACE CULLING Option.
Wireframe in combination with backface culling are important to keep a good orientation.

sincerely
starcow
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Fri Jun 24, 2016 2:01 am    Post subject: Reply with quote

"didn't realized that the ED-View allready has the BACKFACE CULLING Option"

Well it does now in my dev version, but not yet in any released one :) I hope to do an update sometime next week or the following, depending on how long it takes me to finish off some other things I'm currently adding.

Phil
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