So I have a bunch of instanced intersecting planes as a foliage system.
Looks pretty good, I’m mostly happy with it, however I have one issue. In it’s simplest form I use 2 intersecting square planes with a material set to
THREE.DoubleSide. It seems that the directional light gets a little confused. If the directional light is hitting the back side of the plane the lighting is as if the geometry was rotated 180 degrees and is darker on the side facing the light. I was hoping since I set all the normals to (0,1,0) this wouldn’t be the case.
I’m assuming this is expected behavior but I’m not sure what the proper workaround is. Only thing I can think of is to set the material to
THREE.FrontSide and create duplicate plane geometry facing the opposing way and merging. I am hesitant to do this as it will double the amount of geometry and also I’m sure there could be some z-fighting with planes overlapping like that.
Is there a better way?