the problem with that is sometimes it can cause self shadowing even if the duplicated faces are shifted a little. specially if the scene has larger objected that affect the shadow maps resolution.
Did a quick test, and for me (.tga straight out of max) the 1 smoothing group version is a lot worse. Left is every face another smoothing group, right is one smoothing group.
here is another screenshot in reply to what Justin asked: notice how the cylinder with manually duplicated faces catches self-shadow and is darker. download test scene+obj here: https://dl.dropboxusercontent.com/u/13288045/cull_shadow_test.rar
Loving 2.0 so far! Here is a screen. I did run into an issue though. For some reason backfacing geometry is casting shadows on front facing geo. It only seems to happen when I am manually backfacing alpha cards.
@ Endlessillusion If you really want to make the outlines. You can simply duplicate you mesh, use a push modifier to bump out the mesh, and then flip the faces. Apply a flat black material to the 2nd mesh and it should create and outline in marmoset.
Ran into a bug. For some reason the backfacing geo is casting shadows on the front facing geo, but only when a light is placed with cast shadows. The area at the bottom of the dress has manually created backfacing. Don't know if it is my GPU. I am using a a Radeon 6950.
Two sided materials have been in for a couple versions now I think. Rather, double sided meshes. Go to the per-mesh properties and disable back-face culling, and any material you apply to that mesh will be double sided. 206 improves this further by casting shadows from both sides of double sided meshes.
Hey, guys! I have a nasty self shadowing problem in Toolbag2. Here on the first screenshot I designated the problem areas. This straps have a little bit of thickness and in the most areas opposite faces are deleted, however in some areas they are not because I need them to be there and it's what causing this nasty self…
Amazing tool, great renders, will buy it. If i have a single mesh, but different polygons have different materials assigned, can i add materials in this tool according to what they are made in 3ds max, even if it is a single mesh ? Because if i add a material it will be placed on all faces, or the only way is to separate…
i believe the self-shadowing is more prominent is this latest build. it is mainly visible when there are meshes of different scale in relation to their bounding box. if i hide the bigger object then the smallest one doesnt seem to self shadow from the double sided faces. it is just an observation. here is the scene file so…