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How Do I Turn Off Double Sided Faces in Blender?

Published in Blender Rendering Settings 3 mins read

To effectively "turn off double-sided faces" in Blender, which typically means making the back side of a face invisible, you need to enable Backface Culling for your materials.

Backface Culling is a rendering optimization technique that prevents the "back" side of a face from being drawn or rendered. In Blender, enabling this option per material allows you to see through the reverse side of your mesh geometry in certain viewport modes.

Enabling Backface Culling in Blender

Based on the provided reference, the key to controlling this visibility lies within the Material Properties settings for each material applied to your object.

Here are the steps to enable Backface Culling:

  1. Select Your Object: Make sure the object containing the faces you want to modify is selected in your Blender scene.
  2. Go to Material Properties: Navigate to the Material Properties tab in the Properties Editor. This tab looks like a checkered sphere.
  3. Select the Material: Choose the specific material slot and material you want to edit. If your object has multiple materials, you'll need to repeat this process for each one.
  4. Locate Settings: Scroll down within the Material Properties tab until you find the Settings section.
  5. Toggle Backface Culling: Inside the Settings section, you will find the Backface Culling toggle. You can switch this on or off from the Material tab under Settings: it's the top-most check-box in this section. Check this box to enable Backface Culling for this material.

You'll need to do this for each material you want to change the setting.

Important Considerations

  • Viewport Shading Mode: Backface Culling is primarily visible in the Material Preview or Rendered viewport shading modes. It typically does not affect the display in the Solid shading mode unless specific viewport options are enabled (which are separate from material settings).
  • Per Material Setting: Remember that Backface Culling is a setting unique to each material. If your object uses multiple materials, you must enable Backface Culling individually for every material where you want this effect.
  • Normals Direction: Backface Culling relies on the direction of the face normals. If your normals are flipped, the "front" side might be culled instead of the "back" side. Ensure your mesh normals are correctly oriented (Shift + N in Edit Mode to recalculate normals).

Visualizing the Effect

Setting Enabled Appearance Description
Backface Culling ON Only the front side of the face is visible. You can see through the back side of the face.
Backface Culling OFF Both the front and back sides of the face are visible. The face appears solid regardless of the viewing angle relative to its normal.

Enabling Backface Culling is essential for optimizing scene performance and correctly displaying geometry where face direction is critical, such as in game assets or specific rendering scenarios.

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