graphic displayed on both sides when visualising in other software
Dear community,
I applied a .png graphic on one side of the fabric( the fabric is double sized and the option < use same material of the front> is on ) , its is visible only on one inside when I visualise this in CLO , the setting of the graphic is as followed:
And inside CLO is like this , the graphic is only on the front side as I wanted :
The problem is after I export it as .gltf, I tried to visualise in 3d visioner in Windows ans Reality Convertor on MAC, the graphic image appears on both inside and outside like this
, could some one help me with this issue ? 😭
Thanks a lot in advance,
Best regards,
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My guess is that, when you use the "Same Material as Front" option, then the UV is simply copied to the back. That includes the graphic when exporting the UV maps.
Try using the "Same Material as Front" option off, even if you use the same texture (without the graphic). This should generate a different UV map for the back surface.
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Dear Pablo,
Thank you for your message, I have tried that option but it still doesn't work. I wonder if its a problem with .PNG or just a normal bug 😭
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I am having the same issue now! When I import my garment into blender, my logo appears through. Even changing Zoffset in clo before exporting does the same. Did you ever figure out a solution mizhouis ?
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I am also experiencing the same problem when exporting .GLB. Any fixes, Fabric is same as front has been turned off and UV looks correct but the backface of model is still rendering as the inverse of the exterior of the file
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Hi arcusag
Currently having both a Exterior and Interior export is not possible. This has been requested previously and sent as a request to our team though.
You currently would instead need to export out a separate UV for the Interior
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Hello US Designer Support
So I found a good workaround that helped me by lining the interior of the model with a lower polygon mesh of the same pattern piece used as the exterior, I flipped the normals and made an interior version of my textile and stitching (texture only stitching, the obj function just makes files that are way to large to be efficient), making all seams joining the exterior and interior turned with 0 seam thickness volume, and a 0.00 collision distance and then exporting a thick .GLB file. It increased my file size but we where still manageable the visual effect on the viewer im using for my website is pretty good. I did have to do a but of tweaking of the mesh of the 2 overlapping layers with the select mesh tools. but the end result was clean enough for me not to have to do more work in blender.
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I wonder as we have similar issue. we had been baked the texture front and back differently but once its exported as GLB the face and back side turn to be same.
3D window has been looking fine, only when its exported with UV editor tick on within GLB Export setting.
can you advise what we have to do ? Thanks ~
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Hi hansae
You would likely need to combine the Front and Back UVs onto the 3D model separately in another software
But as an Enterprise Client we recommend reaching out to your CLO representative for direct support with this
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