So is there any way to light up both sides? I’ve tried two sided material, double sided geometry, two sided lighting, cast shadow as two sided, subsurface shading model with subsurface color on it and none of it works.
Actually it did work, thank you very much
So the problem now is that the name of shading is quite misleading since I wasn’t even aware that this might do the trick, but lessons learned so cool.
But still…
If you have totally different lighting from 2 sides (let’s say it’s a thin wall) - then how it should work?
As two sided foliage is more translucent material than 2 sided.
The answer is choosen is not a good answer i beleive.
make you material shading model Subsarface and add a very black color to the subsurface color.
This way you can achive super result as you expected…
In reality, there is no such thing as 2D.
In fact, if you want to make a game that supports ray tracing, dynamic, or static lighting, every 3D object you have should have an inside and an outside and be able to “hold water” inside it without leaking. The idea is that you never want light or a raycast of any kind to hit the back of a face. The normal of every face on a model should be pointing out, never in.