{"id":1739,"date":"2019-08-22T15:45:37","date_gmt":"2019-08-22T14:45:37","guid":{"rendered":"https:\/\/www.katsbits.com\/codex\/?p=1739"},"modified":"2023-09-07T15:54:56","modified_gmt":"2023-09-07T14:54:56","slug":"backface-culling","status":"publish","type":"post","link":"https:\/\/www.katsbits.com\/codex\/backface-culling\/","title":{"rendered":"Backface Culling"},"content":{"rendered":"<div id=\"ez-toc-container\" class=\"ez-toc-v2_0_84 counter-hierarchy ez-toc-counter ez-toc-light-blue ez-toc-container-direction\">\n<p class=\"ez-toc-title\" style=\"cursor:inherit\">Table of Contents<\/p>\n<label for=\"ez-toc-cssicon-toggle-item-6a1c784873934\" class=\"ez-toc-cssicon-toggle-label\"><span class=\"\"><span class=\"eztoc-hide\" style=\"display:none;\">Toggle<\/span><span class=\"ez-toc-icon-toggle-span\"><svg style=\"fill: #999;color:#999\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"list-377408\" width=\"20px\" height=\"20px\" viewBox=\"0 0 24 24\" fill=\"none\"><path d=\"M6 6H4v2h2V6zm14 0H8v2h12V6zM4 11h2v2H4v-2zm16 0H8v2h12v-2zM4 16h2v2H4v-2zm16 0H8v2h12v-2z\" fill=\"currentColor\"><\/path><\/svg><svg style=\"fill: #999;color:#999\" class=\"arrow-unsorted-368013\" xmlns=\"http:\/\/www.w3.org\/2000\/svg\" width=\"10px\" height=\"10px\" viewBox=\"0 0 24 24\" version=\"1.2\" baseProfile=\"tiny\"><path d=\"M18.2 9.3l-6.2-6.3-6.2 6.3c-.2.2-.3.4-.3.7s.1.5.3.7c.2.2.4.3.7.3h11c.3 0 .5-.1.7-.3.2-.2.3-.5.3-.7s-.1-.5-.3-.7zM5.8 14.7l6.2 6.3 6.2-6.3c.2-.2.3-.5.3-.7s-.1-.5-.3-.7c-.2-.2-.4-.3-.7-.3h-11c-.3 0-.5.1-.7.3-.2.2-.3.5-.3.7s.1.5.3.7z\"\/><\/svg><\/span><\/span><\/label><input type=\"checkbox\"  id=\"ez-toc-cssicon-toggle-item-6a1c784873934\"  aria-label=\"Toggle\" \/><nav><ul class='ez-toc-list ez-toc-list-level-1 ' ><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-1\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#backface-culling\" >Backface Culling<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-2\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#solid-eevee\" >Solid + Eevee<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-3\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#material-preview-look-dev-eevee\" >Material Preview (Look Dev) + Eevee<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-4\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#rendered-eevee\" >Rendered + Eevee<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-5\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#solid-workbench\" >Solid + Workbench<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-6\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#rendered-workbench\" >Rendered + Workbench<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-7\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#solid-cycles\" >Solid + Cycles<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-8\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#material-preview-look-dev-cycles\" >Material Preview (Look Dev) + Cycles<\/a><\/li><li class='ez-toc-page-1 ez-toc-heading-level-3'><a class=\"ez-toc-link ez-toc-heading-9\" href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#rendered-cycles\" >Rendered + Cycles<\/a><\/li><\/ul><\/nav><\/div>\n<p>By default Blender treats all surfaces as though they are double-sided, rendering meshes as though they have both a front and back face. It does this through <i>backface rendering<\/i> a process where front faces, those typically pointing away from an objects Origin, are duplicated and inverted to give the impression the surface is double-sided. In instances where meshes need to appear single-sided this behaviour can be disabled using <b>Backface Culling<\/b>.<\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><b>Important<\/b>: back-face culling is typically the default state surfaces are process and rendered thus two-sided surfaces, surfaces appearing solid front and back, are essentially a post-processed effect &#8211; a given original (and culled) surface and associated properties are duplicated and flipped to produce the two-sided (simple) effect. In this context neither side acts independently of the other so they can appear incorrectly shaded or shadowed (the back-side of a leaf should be shaded but is often drawn fully lit per the front-side). This latter problem can be addressed using a <a href=\"https:\/\/www.katsbits.com\/tutorials\/blender\/double-sided-faces-different-materials.php\">double-sided mesh<\/a>.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendering.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendering.jpg\" alt=\"Rendering both sides of a mesh by default\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>By default meshes appear to have two sides, a front and back (inside\/outside), achieved through backface rendering, the duplication and inverting one side to the other.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"backface-culling\"><\/span>Backface Culling<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>The availability of <b>Backface Culling<\/b> depends on <b>Viewport Shading<\/b> &#8211; <i>Solid<\/i>, <i>Look Dev<\/i> or <i>Rendered<\/i>, and the <b>Engine<\/b> used to render everything on-screen &#8211; <i>Eevee<\/i>, <i>Workbench<\/i> or <i>Cycles<\/i>. What this essentially means is that Backface Culling is associated with <b>Viewport Shading<\/b> or <b>Material<\/b> setting, or as a <b>Render<\/b> property, the option to enable\/disable the feature then being located in different places depending on the environment used.<\/p>\n<blockquote><p><b>Design note<\/b>: because backface rendering is for all intents and purposes a surface property, Blender is not generating editable mesh structure to produce the effect, and this where the feature is enabled changes &#8211; it&#8217;s essentially not a &#8216;global&#8217; property in a strict usability sense that one option or setting activates the effect for everything in all viewport shading or rendering environments.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-availability.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-availability.jpg\" alt=\"Backface Culling availability\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>The availability of Backface Culling depends on the environment being used, Viewport Shading and render Engine &#8211; shown above for example, in Rendered mode the Backface Culling option is not in Viewport Shading options.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"solid-eevee\"><\/span>Solid + Eevee<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>To enable or disable Backface Culling when Viewport Shading is set to <b>Solid<\/b> mode using the <b>Eevee<\/b> renderer, click the <b>Viewport Shading<\/b> options drop-down, upper far-right of the <b>3D View<\/b> and then the <b>Backface Culling<\/b> <i>checkbox<\/i> in <b>Options<\/b> to enable. All objects in the 3D View immediately display with their backfaces no longer rendered. Click again to disable.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-culling-solid.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-culling-solid.jpg\" alt=\"Backface Culling availability\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>In Solid mode Backface Culling is enabled or disabled from the <b>Viewport Shading<\/b> drop-down top-right of the 3D View.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"material-preview-look-dev-eevee\"><\/span>Material Preview (Look Dev) + Eevee<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>In <b>Material Preview<\/b> (<i>Look Dev<\/i>) render mode using the <b>Eevee<\/b> engine, Backface Culling is a <i>material property<\/i>. To enable or disable, select the object for which backfaces are to be culled then in <b>Material<\/b> properties scroll down to the <b>Settings<\/b> options and click the <b>Backface Culling<\/b> <i>checkbox<\/i>. Surfaces will immediately render single-sided. Click again to disable (render backfaces).<\/p>\n<blockquote><p><b>Design note<\/b>: being a material property means enabling or disabling backface is material specific, it is enabled\/disabled per material, and for every instance where they might be assigned.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-lookdev-eevee.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-lookdev-eevee.jpg\" alt=\"In Material Preview (Look Dev) backface is a Material property\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>In <b>Material Preview<\/b> (Look Dev) Backface Culling is a material property enabled\/disabled in <b>Settings<\/b> of the active Material &#8211; being Material specific, to disable globally each material needs to be edited.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"rendered-eevee\"><\/span>Rendered + Eevee<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>In <b>Rendered<\/b> mode using the Eevee engine, Backface Culling is similarly a <i>material property<\/i>. To enable\/disable select an object with assigned material and in <b>Material<\/b> properties scroll down to Settings and click the <b>Backface Culling<\/b> <i>checkbox<\/i> to enable. The active materials surfaces will render single-sided. Click again to disable (render backfaces).<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendered-eevee.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendered-eevee.jpg\" alt=\"In Rendered mode backface is a Material property\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>In <b>Rendered<\/b> mode Backface Culling is a material property enabled\/disabled in <b>Settings<\/b> of the active Material &#8211; being Material specific, to disable globally each material needs to be updated.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"solid-workbench\"><\/span>Solid + Workbench<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Switching the render engine to <b>Workbench<\/b>, and in combination with <b>Solid<\/b> mode, culling can be found in the <b>Viewport Shading<\/b> (top-right of the 3D View) under <b>Options<\/b>; click the <b>Backface Culling<\/b> <i>checkbox<\/i> to enable\/disable.<\/p>\n<blockquote><p><b>Design note<\/b>: under Workbench an (additional?) option to enable\/disable Backface Culling is present in Render properties under Options but is (currently?) non-functional &#8211; nothing happens when active. Switching between render engines is done in <b>Render<\/b> properties.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/render-engine.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/render-engine.jpg\" alt=\"Switching between render engines is done in Render properties\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Switching between the different rendering engines is done in <b>Render<\/b> properties changing the <b>Render Engine<\/b> option &#8211; <b>Workbench<\/b> shown above.<\/i><\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-solid-workbench.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-solid-workbench.jpg\" alt=\"For Solid mode under Workbech Backface Culling is in Viewport Shading\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>In <b>Solid<\/b> mode using the <b>Workbench<\/b> engine Backface Culling is in the <b>Viewport Shading<\/b> menu top-right under <b>Options<\/b>.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"rendered-workbench\"><\/span>Rendered + Workbench<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>Using the <b>Workbench<\/b> engine and <b>Rendered<\/b> viewport shading, although the scene is (currently) displayed similar to Solid, Backface Culling is an setting of <b>Render<\/b> properties under <b>Options<\/b>; click <b>Backface Culling<\/b> <i>checkbox<\/i> to enable\/disable.<\/p>\n<blockquote><p><b>Design note<\/b>: with the Workbench render engine active only Solid and Rendered modes are available (Look Dev is not available).<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendered-workbench.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendered-workbench.jpg\" alt=\"Rendered + Workbech Backface Culling is in Render properties\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>In <strong>Rendered<\/strong> mode using the <b>Workbench<\/b> engine Backface Culling is in <b>Render<\/b> properties in <b>Options<\/b>.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"solid-cycles\"><\/span>Solid + Cycles<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>With <b>Cycles<\/b> render engine set and <strong>Solid<\/strong> mode active, Backface Culling can be found in the <b>Viewport Shading<\/b> menu top-right of the 3D View; under <b>Options<\/b>, click the <b>Backface Culling<\/b> <i>checkbox<\/i> to enable\/disable.<\/p>\n<blockquote><p><b>Design note<\/b>: as with other iterations of Solid mode, the feature applies globally when active, all objects in the 3D View appear without backfaces.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-solid-cycles.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-solid-cycles.jpg\" alt=\"Cycles + Solid mode - culling is in Viewport Shading\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Using <b>Cycles<\/b> render engine, Backface Culling for <b>Solid<\/b> mode can be found in Viewport Shading menu under <b>Options<\/b>.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"material-preview-look-dev-cycles\"><\/span>Material Preview (Look Dev) + Cycles<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>With the view set to <b>Material Preview<\/b> (<i>Look Dev<\/i>) rendered using Cycles, the option to enable\/disable Backface Culling is (currently) not available so surfaces draw two-sided at all times by default.<\/p>\n<blockquote><p><b>Design note<\/b>: although Cycles defaults to rendering both sides of a mesh some surfaces may render single-sided without their being an apparent way of enabling or disabling this as the option is not provided in Render properties, Material settings or Viewport Shading (but may be included in a later release).<\/p><\/blockquote>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><b>Important<\/b>: for Cycles rendering and as an alternative, backface culling can be set-up using node based materials. <a href=\"https:\/\/www.katsbits.com\/codex\/backface-culling\/#rendered-cycles\">See below for instructions<\/a>.<\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-lookdev-cycles.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-lookdev-cycles.jpg\" alt=\"Cycles + Material Preview (Look Dev) mode - culling is not (currently) available\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Using <b>Cycles<\/b> render engine, Backface Culling for <b>Material Preview<\/b> (Look Dev) is not (currently) available.<\/i><\/p>\n<h3><span class=\"ez-toc-section\" id=\"rendered-cycles\"><\/span>Rendered + Cycles<span class=\"ez-toc-section-end\"><\/span><\/h3>\n<p>For <b>Rendered<\/b> viewport using the <b>Cycles<\/b> engine, Backface Culling is similarly not (currently) available as an option so all surfaces draw two-sided by default.<\/p>\n<blockquote style=\"background-color: #fc0; color: #000;\"><p><b>Design note<\/b>: it&#8217;s important to note that culling backfaces in this context refers largely to Blender providing the option as a selectable setting, something that can toggled on\/off with a checkbox. As the effect pertains to surface rendering in a general sense however it is possible to replicate the effect as an appropriately constructed, node-based Material (cf. below).<\/p>\n<ul>\n<li><a href=\"https:\/\/www.katsbits.com\/files\/blender\/KatsBits - backface culling.zip\">Backface culling Cycles material example (*.blend c.2 MB)<\/a><\/li>\n<\/ul>\n<p><b>How to<\/b>: create a backface culling material that replicates the effect, first create a standard Material &#8211; <a href=\"https:\/\/www.katsbits.com\/codex\/principled-bsdf\/\"><b>Image Texture \u00bb Principled BSDF \u00bb Material Output<\/b><\/a>.<\/p>\n<p>To this add a;<br \/>\n&#8211; <b>Geometry<\/b> node &#8211; <b>Input \u00bb Geometry<\/b><br \/>\n&#8211; <a href=\"https:\/\/www.katsbits.com\/codex\/alpha\/\"><b>Transparent BSDF<\/b><\/a> Node &#8211; <b>Shader \u00bb Transparent BSDF<\/b><br \/>\n&#8211; <b>Mix Shader<\/b> &#8211; <b>Shader \u00bb Mix Shader<\/b>.<\/p>\n<p>Next, link the nodes;<br \/>\n&#8211; <b>Backfacing<\/b> output of <b>Geometry<\/b> to <b>Fac<\/b> input of the <b>Mix Shader<\/b><br \/>\n&#8211; <b>BSDF<\/b> output of <b>Transparent BSDF<\/b> to <b>Shader<\/b> input of <b>Mix Shader<\/b><br \/>\n&#8211; <b>BSDF<\/b> output of <b>Principle BSDF<\/b> to <b>Shader<\/b> input of <b>Mix Shader<\/b><br \/>\n&#8211; <b>Shader<\/b> output of <b>Mix Shader<\/b> to <b>Surface<\/b> input of <b>Material Output<\/b><\/p>\n<p>Finally, in the selected Materials settings be sure <b>Backface Culling<\/b> is enabled from within <b>Viewport Display<\/b> options &#8211; <b><i>Material \u00bb Viewport Display \u00bb Settings \u00bb Backface Culling<\/i><\/b>.<\/p>\n<p>If connected correctly object backfaces will disappear (certain elements of the 3D View may not render correctly using this approach &#8211; note the grid is missing in the &#8216;transparent&#8217; areas shown below whilst objects, the green cubes, are rendered without issue). To invert the effect switch the Shader inputs between Principled BSDF and Transparent BSDF.<\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-cycles-material.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-cycles-material.jpg\" alt=\"Creating a backface culling material for Cycles\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Backface Culling can be replicated using Materials when using the Cycles render engine.<\/i><\/p>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-material-nodes.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 98.5%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-material-nodes.jpg\" alt=\"Node set-up for a backface culling material\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Using a standard Material as a base, a Geometry and Transparent BSDF node are mixed with the base nodes to create a backface culling Material that reproduces the effect otherwise provided by a toggleable option.<\/i><\/p>\n<div style=\"background-color: black; position: relative; padding-bottom: 56.25%; padding-top: 25px; height: 0; overflow: hidden; max-width: 98.5%;\"><center><iframe style=\"position: absolute; top: 0; left: 0; width: 100%; height: 100%;\" src=\"https:\/\/www.youtube.com\/embed\/553gtOwVK_k\" frameborder=\"0\" marginwidth=\"0\" marginheight=\"0\" allowfullscreen=\"allowfullscreen\"><\/iframe><\/center><\/div>\n<p><i>Video: Cycles doesn&#8217;t have fully functional Backface Culling but it can be replicated using Nodes.<\/i><\/p><\/blockquote>\n<p><a href=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendered-cycles.jpg\" target=\"_blank\" rel=\"noopener\"><img decoding=\"async\" style=\"width: 100%; height: auto;\" src=\"https:\/\/www.katsbits.com\/images\/tutorials\/culling\/backface-rendered-cycles.jpg\" alt=\"Cycles + Rendered mode - culling is not (currently) available\" width=\"900px\" height=\"500px\" border=\"0\" \/><\/a><br \/>\n<i>Using <b>Cycles<\/b> render engine, Backface Culling for <b>Rendered<\/b> mode is not (currently) available.<\/i><\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":1764,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[34,230],"tags":[384,558,559,563,378,368,554,103,564,327,561,490,489,562,560],"class_list":["post-1739","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-blender","category-tutorials","tag-3d-view","tag-backface-culling","tag-double-sided","tag-geometry-node","tag-inverted-faces","tag-lookdev","tag-material-settings","tag-materials","tag-mix-shader","tag-node-editor","tag-render-engine","tag-rendered","tag-solid","tag-transparent-bsdf","tag-two-sided"],"post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/1739","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/comments?post=1739"}],"version-history":[{"count":6,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/1739\/revisions"}],"predecessor-version":[{"id":7450,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/posts\/1739\/revisions\/7450"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media\/1764"}],"wp:attachment":[{"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/media?parent=1739"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/categories?post=1739"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.katsbits.com\/codex\/wp-json\/wp\/v2\/tags?post=1739"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}