Interesting complexities (but a bit mind-numbing as well); reminiscent of issues previously mentioned in this thread:
https://www.fsdeveloper.com/forum/threads/msfs-glass-problems.450326/
KatsBits offers some interesting explanations in this tutorial:
https://www.katsbits.com/codex/double-sided-materials/
However, I'll have to do some more studying to discern what KatsBits meant by this statement in that same tutorial:
"Ordinarily to work around this problem objects would need to be
hard or physically duplicated and set up to use their own unique properties, materials and UV’s before being
inverted (
Mesh » Normals » Flip) to produce a model comprising two meshes, one with surfaces pointing outwards, the other with surfaces pointing inwards."
Hard ? ...Like "
Hard to understand" ?
UPDATE:
OK, It took some searching, but apparently "
Hard" in '
Blender-ese' ...refers to object (sur-)faces that do not (yet ?) use SMOOTHING:
https://www.katsbits.com/tutorials/blender/character-2-mesh-editing-making.php
https://www.makeuseof.com/what-is-hard-surface-modeling/
Oops ...almost forgot to clarify that in Blender "
Solidify" is distinct from making a surface "
Hard".
Apparently even a shallow extrusion can make a Face a "
Manifold" (air/water-tight) 3D object.
IIUC, the "
Manifold" attribute can change rendering display attributes for Z-sorting, Light transmission and Shadowing.
But, I wonder if "
Solidify" actually will change all the above display attributes for a (sur-)face that is subdivided ?
AFAIK, an extruded (sur-)face that is subdivided, will not be truly "
Manifold".
And, IIUC, if SMOOTHING is used, the (sur-)face is subdivided, Edge lines are hidden, and the object is no longer "
Hard"
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/face/solidify_faces.html
"
Solidify Faces
Reference
Mode: Edit Mode
Menu: Face ‣ Solidify Faces
This takes a selection of faces and solidifies them by extruding them uniformly to give volume to a
Non-manifold surface. This is also available as a
Modifier. After using the tool, you can set the offset distance in the
Adjust Last Operation panel."
https://www.google.com/search?q=Ble...gAQLIARTAAQHaAQYIARABGAg&sclient=gws-wiz-serp
PS: Some pertinent sections of the MSFS SDK Docs on these subjects:
https://docs.flightsimulator.com/ht...ax_Plugin/Materials.htm?rhhlterm=double-sided
"The following is also worth noting:
- double-sided materials do not modify the normals when viewing the back-face of materials (i.e. the normals will always be point outwards)
- texture sampler information is ignored (wrapping method is always CLAMP_TO_EDGE)
- animation sampler interpolation method is ignored (interpolation method is always LINEAR)."
https://docs.flightsimulator.com/ht.../General_Principles.htm?rhhlterm=double-sided
"
Double Sided
When checked, back-face culling is disabled and double-sided lighting is enabled.
Be aware that the normal of the back-side face is not flipped.
If correct lighting is required, use double-sided geometry instead."
BTW: Dick has previously made at least 2 downloadable worked examples for 'transparency' in the past for FS2Kx.
It would be great to see his example above, as yet another downloadable worked example for 'transparency' in MSFS.
GaryGB