Page 1 of 1

Backface cull (partial solution)

Posted: Fri Oct 20, 2006 3:42 am
by Fr
Until Blender gets support for backface culling in the viewports (that is, not drawing faces which are pointing away from the camera), interior modeling will continue to be a nightmare.

I've written a little Python script to add this feature, though it's still not ideal because you have to select it from the menu every time you load Blender.

So for anyone else who's frustrated with Blender's lack of culling, or anyone who doesn't understand what it is and why it's a good idea, you can install this script, then go to Scripts > Render > Backface Cull

Posted: Tue Nov 07, 2006 5:27 am
by mpan3
awesome, many thanks!

this simple script does many things for me:
-boost graphic performance while working with high-poly models
-easy to spot reversed normals
-de-clutter the scene while working on certain projects


Posted: Thu Nov 09, 2006 5:45 am
by FourMadMen
I usually consider myself a pretty bright guy, but I don't see where this does anything in the viewports. I can't see where anything is being culled.

Posted: Mon Nov 13, 2006 1:55 am
by Fr
Good to see it's of use, mpan. I guess it would boost the performance, since Blender essentially renders each polygon twice (front and back) by default.

FourMadMen: Try this: Make a cube, flip its normals, then go scripts->render->backface cull. If that cube were a room you'd then be able to see the inside faces to work on them.

If it were up to me, blender wouldn't draw *any* backfaces unless you set the specific face to be 2-sided. This would have the side-effect of speeding up performance, too.

dead link....

Posted: Tue Nov 02, 2010 11:51 pm
by snovak
... any chance you could repost or update the link to this script? That would rock, thanks!


Posted: Sat Nov 06, 2010 4:56 pm
by Fr
Sorry, looks like I've lost that script some time during the past 4 years. I think Blender might actually have this feature now -- not sure though, I haven't needed it recently.

The script was very simple, though. It was something like:

Code: Select all

import gl

... maybe with a few lines to redraw the interface. If you're willing to mess around with it a bit you could probably get it working.