#i am trying to setup a pbr shader for

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sweet tangle
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I am attempting to use a branching node with a front facing logic node. No luck. Maybe someone could help out

young briar
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For 1st and 2nd option, you still need a texture mask, except you setup your uv to something like half left for front and half right for back cover, and you compare your uv position to determine what to show (front or back)

sweet tangle
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thx for your reply, so I actually got the 3rd approach working: I think its easier to have dedicated uv spaces vs having to keep them front < 0,5 back > 0.5
I had to set the depth test to always in order to get both front and back rendering.

The issue now is, the roughness map only shows up on the front and the back texture isnt scaled correctly and is flipped.

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Here you can see its tiled at the top and is flipped