View Full Version : 3ds Max 2011 using OSG Exporter for 2-sided textures

03-09-2012, 05:22 PM
I have been trying to export a model as IVE file and the model uses 2-sided textures (such as infront of and behind a sign in the environment).

The rendered model in 3ds Max has 2-sided texture but when I load the IVE model in Vizard, the objects still do not have 2-sided textures.

Anyone have any idea how to fix this?

03-12-2012, 10:02 AM
Hi darknessblade9,

The OSG exporter does not support the 2-sided materials, where one texture is shown on one side of a face and a different one is shown on it's backface. The work-around is fairly simple, however.

Method 1:
Duplicate the relevant faces. Flip the normals on the copy. Assign in the first texture to the original faces as a Standard material (uncheck "2-sided" in shader basic parameters). Assign the second in the same way to the cloned faces. If you want, you can do this as a multi/sub-object material. If you do any light baking, objects without any thickness can have strange and undesirable results.

Method 2:
For a sign-like object that isn't using alpha, use the shell modifier to give the sign some thickness. You'll need an additional texture for the sides. This will give much better results if you are doing any light baking, and will generally look better than a model that has no thickness.