- Posts: 14
- Joined: Thu May 02, 2019 3:41 pm
- Real Name: John Laggal
This usually happens when there are co-located faces. Surfaces that are in the same spot, or even too close together, depending on the scale of the scene, will do this.
Without seeing the actual nodes, it's hard to diagnose, but check to be sure that your geometry is only coming into the scene once—it's not being added in two different Merge3Ds or twice in the same Merge3D—and that you don't have any duplicated shape nodes. I've occasionally had an FBX that somehow had all the geometry in it twice, and the solution was to just delete the duplicated nodes. Of course, in a very large and complex model, that can be a real pain.
One other possibility, now that I think of it, is that the export might have interpreted double-sided polys as two pieces of geo with their normals pointed in opposite directions. You might be able to solve the problem simply by culling the back face of all polygons. Use an Override3D node after the Merge3D that combines the object, and set the flags for Do Cull Back Face and Cull Back Face. If that works, you'll still have twice as much geo as you actually need, which will slow things down, but the tradeoff of render time vs. artist time might be worth it.