Thank you! I guess that would be one way to put it, but to clarify- it isn't using any camera data so even if you were able to see both sides of the plane at the same time, it would still display both of the shaders just like you set it up :)
Yes, it's much simpler and even more realistic just to use a 3D object since nothing in real life is actually two dimensional. But depending on the scene- sometimes it's more efficient to apply two shaders to a 2D object instead of having all those extra triangles, which would also be dependent on factors like whether or not there's simulation involved, the type of rendering method used, etc. For stuff like skin which would require the object to have volume to create subsurface scattering effects, the best option would be to add thickness of course.
If you're a lazy zhit like me, just extrude the plane a teeny tiny bit and make it a thinnest cuboid. Then unwrap it normally and add both textures on each face. (It comes with a cost of 4 extra faces)
Yes, but if you're trying to run any kind of physics simulation like cloth or soft body, the self-collision is going to explode the mesh into oblivion 😂
This is a great tutorial. So basically it is an optical illusion were one of the sides are flipped based on the camera view?
Thank you! I guess that would be one way to put it, but to clarify- it isn't using any camera data so even if you were able to see both sides of the plane at the same time, it would still display both of the shaders just like you set it up :)
@@RenderRides Oh that makes a bit more sense. I like knowing how things like that work.
There's also a way to do that with the solidify modifier, fir things like skin.
Yes, it's much simpler and even more realistic just to use a 3D object since nothing in real life is actually two dimensional. But depending on the scene- sometimes it's more efficient to apply two shaders to a 2D object instead of having all those extra triangles, which would also be dependent on factors like whether or not there's simulation involved, the type of rendering method used, etc.
For stuff like skin which would require the object to have volume to create subsurface scattering effects, the best option would be to add thickness of course.
@@RenderRides I agree. Thanks for replying.
You saved my life and virginity !
You're welcome? 😭🍻
Great information!
Thanks! More to come!
Ive been looking for a way to flip images, mine always seem to apply upside down no matter what
If you're a lazy zhit like me,
just extrude the plane a teeny tiny bit and make it a thinnest cuboid.
Then unwrap it normally and add both textures on each face.
(It comes with a cost of 4 extra faces)
Yes, but if you're trying to run any kind of physics simulation like cloth or soft body, the self-collision is going to explode the mesh into oblivion 😂
noice
Thank you :)
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