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CapIt Unreal tool

While developing a cave system in Unreal Engine, I encountered a common issue: meshes lacking back faces allowed light to bleed through, causing issues in the shadows and lighting on the assets. While enabling "Double-Sided" for the shader is a viable option, I saw an opportunity to develop a more robust solution.

I've been working on a new tool designed to streamline this process. Currently, it prepares selected meshes in the Unreal Engine viewport for export and sends them to a headless Houdini for processing. In Houdini, the tool efficiently caps back faces per level of detail (LOD), preserving all existing mesh data. These updated meshes are then seamlessly re-imported into Unreal Engine, automatically retaining their materials and replacing the original meshes in the scene.

Working Example

Top Level of the CapIt HDA

Top Level of the CapIt HDA

Main Network of the CapIt HDA

Main Network of the CapIt HDA