Material Backface Culling

Godot Version

4.5.1 Stable

Question

In the Godot documentation it says:

By default, Blender has backface culling disabled on materials and will export materials to match how they render in Blender. This means that materials in Godot will have their cull mode set to Disabled. This can decrease performance since backfaces will be rendered, even when they are being culled by other faces. To resolve this, enable Backface Culling in Blender’s Materials tab, then export the scene to glTF again.

However in Blender in the materials tab under backface culling it has 3 options: Camera, Shadow, and Light Probe Volume. Do I enable all 3? or just Camera?

You want Camera. That affects who can see it. Set Shadow and LightProbe only if you’re not getting the shadows or light effects you want.

You can also just change it in the Material in Godot.

Only turn it off for planes where you need to see both sides. You don’t need it for objects where you cannot see the inside.

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Just wondering if you’re able to explain in layman terms what the other two options actually do?

Shadow allows the back face to cast a shadow. I believe Light Probe allows light to bounce off the backface.

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