How to flip Normals in 3D Studio 4.6
![ginni](https://secure.gravatar.com/avatar/26576f89cf1f68265cc3852d5bd59b53?&r=pg&s=100&d=https%3A%2F%2Fvanillicon.com%2F26576f89cf1f68265cc3852d5bd59b53_100.png)
I just purchased Genesis 2 Mermaid and when I load it in Studio it is see through. As far as I can remember to fix the problem I need to flip normals. But I don't know how to do it in 3D Studio or how to fix this problem.
I attached an image of the mermaid tail to explain exactly what the problem I am having with it.
Please can someone help me.
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/01/d2c09477295c231920b6ff0e89fe6a.jpg)
![](https://farnsworth-prod.uc.r.appspot.com/forums/uploads/thumbnails/FileUpload/01/d2c09477295c231920b6ff0e89fe6a.jpg)
Mermaid_Tail.jpg
865 x 441 - 75K
Comments
Does it still look that way when you render, or only in the viewport? From the product page, it seems there are trans maps involved. Transmapped hair tends to do the same thing, but will look completely fine in a render.
If you flip the normals the items textures will fail as well as lighting. The Trans maps cause the Viewport issue not the normals.
Thank you both for your help
The mermaid tail renders fine but it is annoying to see through the mesh and it makes it harder to pose.
Thanks again much appreciated :-)
You can remove the opacity map from the tail in the Surfaces pane to have a solid tail for posing, then when you are ready to render just reapply the materials preset.
I'm still having trouble (March 2017) with understanding how to flip normals in DS and/or Hexagon.
I made a sphere in DS, then cut away half of it with the Geometry Editor. The I flattened it a bit and sent it to Hexagon for some smoothing.
It would be nice to force textures to appear on the **inside** curvature of the dish, like if you were making a skydome say?
DS usually renders both sides of a surface anyway.
Ok... I don't... think... I've experienced it that way though.
I just ran across a discussion of an mCasual script that might help.
https://www.daz3d.com/forums/discussion/comment/2320706/
Wow, timely! Thanks!!!
It will take me a few minutes to read up on it, but if nothing else the item refers to a related function in the Geometry Editor that I have missed until now.
DS renders both sides but certain visual effects like light emitting will only happen on the normal out side unless you can enable dual sided on the shader.