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The polygons positioned directly at the back of an object are not drawn. To save on processor performance you may have enabled backface culling for your scene this is where only the polygons visible from the front of an object are displayed in the viewport. This can happen if Backface Culling is on and the reason is as follows. Occasionally, when building certain objects, a situation can arise in which some polygons seem invisible. This is important, among other things, for displaying an object in the viewport. Why change the direction of the Normals? As described above, the direction of the Normals defines the interior and the exterior of an object. So, if as many Normals point one way as the other way, how do we decide which is the outer surface? We could either choose randomly or, perhaps, look at the first polygon in the sequence and use its normal as the basis of our calculation - Cinema 4D does the latter. This plays a role with texture projection, where you can project textures from only the front or the back. Outer designates, in principle, the direction in which the surface Normals point and inner is therefore the opposite direction. Let’s define this single surface level to have an inner and an outer property. A basic sphere has an inner and an outer side, but only one surface level, which can be confusing. Normals: If an object has Normal tags with vertex Normals, this option decides if the vertex Normals for the polygons to be aligned should also be reversed or remain exactly as they were saved in the tag.Ĭinema 4D cannot easily recognize an object’s inner and outer surface without extra information.