Is there some map that will give me black and white for front or back faces (e.g. White for front faces black for back faces) or similar?
I would like to use with with a VRayExtraTex render element, so a map is idea. I could render a separate pass if I had to, but was trying to do it in one.
By back faces, do you mean flipped faces or faces facing away from the camera?
If you mean flipped - you can use a VRay2SidedMtl and bake the result onto a texture.
If you mean facing away - a Solid Gradient Ramp mapped with a Falloff (Towards/Away)
I mean backfaces in the old school sense of the back side of a polygon. So every polygon has a normal facing a certain direction, and the backface would be the opposite side from the normal.
Basically I just want a different map for side A and side B of the polygons.
I ended up solving it with an additional pass with a VRay2SidedMtl set to do VRayColors. But would still like to know if there is an easy way to get that with a map.
Not sure how VRay would handle it, but back in the LightWave days you would duplicate your polys and flip them so you had a copy facing each way. It shaded free of artifacts because the coplanar polys were identical except for their normals (and because LIghtWave was designed to work like this). I wonder can VRay shade such things without issues? I suppose it could. And then each side could have its own material ID I suppose. But in my case I already have a bunch of polys with different IDs. Maybe an ID offset…
Excellent. I was looking through the included OSL files, but didn’t do a web search. Also, OSL is pretty simple code sometimes. That is sweet. Thanks.