Note: I am new to indie game dev, 3d modeling, and literellay have partiall knowldege of all. Would appriciate your understanding and explanation in simple terms
Good day, I linked a .blend file to my Godot to see real-time change. I don’t know why, some assets disappear at some certain angle. How can I fix this, the problem is in the model, export, or in godot settings?
It sounds like back-face culling. Blender does not “cull back-faces”, but most game engines do for performance, they avoid rendering what is usually the “inside” of a model.
In Godot you can disable this culling by giving your model a StandardMaterial3D, and setting it’s cull mode in “Transparency > Cull Mode > Disabled”
In Blender you can be weary of this by turning on the “Face Orientation” overlay, any red faces are culled by default.
Another way would be to not use planes in blender and use cubes. So you will have a face on all 6 sides, so it will render from all angles. Just make the cubes height very small so it still looks like a plane.
So what I could understand is that, to optimize engine is not drawing back side of any mesh. So, engine is no okay with Planes, 2d and everything even leaf should be in 3d?
(Also if to any 2d mesh I apply Solidify modifier, it is fixing the issue)
It’s best to disable cull mode where appropriate; leaves/foliage are usually a single plane without culling. Way faster to have “2d” plane/quad grass than it is to make 5 more faces.
Thank you for the solution. Could you please explain how to do it in more detail? In the importing scene, where the model is in pop-up window, there is no “Transparency > Cull Mode > Disabled” option. Sorry for so many questions