On Oct 15, 2021, the Decentraland client will no longer render both sides of Wearable materials.

This change to “single-sided” only wearables will greatly improve the performance of the client. Rendering both sides of a wearable is expensive and (more often than not) unnecessary since the inside of a wearable isn’t visible to players.

Keep reading to learn which wearables will be impacted, and (if you’re a wearables creator) what you can do to prepare your wearables for the change to prevent your items from being rendered incorrectly in-world.

What wearables are impacted?

This change will impact all wearables with opaque materials that use either single plane surfaces, or wearables with incorrect face orientations. Alpha blended materials will continue working as is.

If for some reason you need to use double sided opaque materials in your wearable, then you’ll need to add additional geometry to your model as a workaround. We’ll explain how later in this post.

Finally, this change only impacts the .glb or .gltf files for wearables, which can be modified and redeployed for any broken wearables.

What can go wrong?

The most common problem that may result from this is some surfaces on wearables not being rendered.

This is due to incorrect face alignment: when the client doesn’t render the “back” of a surface, any reversed (i.e. inside out) surfaces will appear invisible to players in-world. The solution is to ensure that the surfaces in your wearables all face the right direction.

What do creators need to do?

First, you’ll need to start by testing each of your wearables in this early-release version of the client. (You must test your wearables using this version of the client. The version at play.decentraland.org has not been updated yet, so it will not expose broken wearables.) Look for any wearables that render in incorrect or unexpected ways.

If you find a wearable that needs to be fixed, launch builder.decentraland.org, log into your account, and navigate to the affected wearable.

Click the Request changes link at the bottom of the Properties column to open the Forum thread for your collection, and post a response to the thread notifying the Wearables Curation Committee that you need to upload a new .glb or .gltf file.

After the Curation Committee has been notified via the forum thread, your wearable will be marked as “Rejected”, which will allow you to then upload a new version of your mesh after you’ve made the necessary repairs.

Remember, it’s up to individual wearable creators to contact the Curation Committee. Without this notification, the Curation Committee will not know if they need to mark your wearable as rejected so that you can upload a fixed .glb or .gltf.

Ok, how do I fix my .glb or .gltf?

First, check to make sure that all of the normals (surfaces) of your wearable are facing the correct direction.

An easy way to do this is by loading your wearable in your modeling tool. For our example, we’ll use Blender. After loading your model, enter Edit Mode, and check “Face Orientation”. (Other modeling software will have a similarly worded feature allowing you to check your normals.)

To better view your normals, click the “face direction” icon under Normals.

If any normals are pointing inside your model, then they won’t be rendered in the client.

You’ll see these normals in a red color in Blender. All normals facing outside (the correct orientation) will be shown in a BLUE color. These will be rendered as expected.

If your wearable was made using a single plane, then it will also likely be impacted due to the opposite face not being rendered.

One fix to consider is extruding your mesh so that it is double-sided.

In this single plane, only one face will be rendered (not both) because the normal only faces one direction.

Another approach is to duplicate the single plane, placing the duplicate next to the original, but facing the opposite direction:

Yet another option is to use a solidify modifier:

Take into account that using a solidity modifier will create additional faces around the plane, so your model will have more faces that contribute to your tri limit.

Once you’ve ensured that your normals are all facing the correct direction, you can upload your new exported .glb or .gltf file to the Wearables Editor and resubmit it for approval from the Curation Committee.

Remember, there’s no additional publication fee required to resubmit your updated model.

After the Committee has verified your new model, they’ll mark it as approved and it will be deployed to Decentraland’s catalyst network.

If you have any questions, or run into issues when attempting to prepare your wearables for this change, head to the #-making-wearables channel in Discord!