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Best practice for back face culling/lighting issues?

I have a series of modular wall parts, but they have no back face, and lighting shines right through the back of them into my interiors. In terms of performance, what is the best practice for preventing this?

Two-sided materials? Adding geometry to the back and reducing its UV mapping? Having some additional object in the scene whose sole purpose is to block light?alt text

Product Version: UE 4.19
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asked Apr 22 '18 at 07:25 PM in Using UE4

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I would go back to the 3d app and close those meshes. You can try any of those... it might work, it might not... but if you want to go for sure and proper lighting: have proper meshes.

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answered Apr 23 '18 at 02:13 PM

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avatar image hypersapien Apr 23 '18 at 03:10 PM

Thank you. So it is considered inappropriate to have an open mesh like this?

I wasn't sure whether using additional polys to cap geometry or using a 2 sided material would impact performance more.

avatar image Makigirl Apr 23 '18 at 03:18 PM

We are talking about 1 extra polygon per mesh... I think it's worth it! ;) ...with open meshes = single sided meshes (can) produce strange lighting behavior... some/many times you can get away with 2 sided material but I think it's better to close/fix your mesh than to run after a solution which might or might not solve the problem... IMO!! ;)

avatar image hypersapien Apr 23 '18 at 03:27 PM

Thanks, I appreciate it.

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