Back Face Culling in Viewport
This is mostly not because to know if the normal of the face is flipped, but as a level designer for games, it be nice to have back face culling display to see thru objs.
This is mostly not because to know if the normal of the face is flipped, but as a level designer for games, it be nice to have back face culling display to see thru objs.
4 Comments
Have You tried turning on.. backface culling?
For eevee its in materials:
Ah thx totally forgot to check it in the workbench render mode. I hope to see this option with Material Preview or render mode too. It would help me as I'm feeling the enviroment with basic shading. And usually toggling Texture on in Workbench view will only preview texture nodes that are selected/active in shader window. So it's very cumbersome.
Similarly to having to set this up per material. When you have a massive environment with tons of materials to cater to, it's hard when you just need something to preview on.
While I understand that the button is there, I think it's still important to have this option on all render previews as well. As a level designer under production environment and having to judge art direction in tight claustrophobic area, it would help me work with feeling the area than seeing flat lighting with wrong preview textures that I have to cater to individually.
Didn't the backface culling option in the viewport shading tab serve your needs?
I wrote a reasoning at the above comment to answer that as well. It does until too many materials/textures are involved. So it's a scalable pipeline issue. Thought it be better as a global setting as well. But I'll do this too for now. Thanks for letting me know!