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I have modeled a rather small room, and when trying to get the right camera angles I can't fit the camera inside the room without getting too close, so I wan't the walls and ceiling only to be visible if the camera is placed inside the room. Understand?

Make it so the camera can look through the ceiling and walls from the outside, but they still appear in the cameras view when the camera is on the inside looking out?

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3 Answers 3

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Final result:

This is kinda same idea as @Duarte Farrajota Ramos but it is working in Cycles (viewport/camera).

final

Mesh:

Your mesh normals should point to the inside of the room as in the image below.

enter image description here

Materials:

You will need to assign different materials for floor and walls and ceiling.

enter image description here

Floor material. Could be anything you want.

Wall and ceiling material. Should look like this and in the place of red Diffuse you can and anything you want. Remember to check if Transparent shader color is pure white. Hex value #FFFFFF.

enter image description here

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  • $\begingroup$ this solution worked, however the see through walls and ceiling now emits light? why is that and how can one fix such an issue? i've turned off all other light sources, and the room still looks like this: imgur.com/a/OSnm3 $\endgroup$
    – jorba
    Commented Jan 13, 2018 at 13:53
  • $\begingroup$ @jorba it is looking pretty strange and it's hard to tell just from the image. Could you upload you file to: blend-exchange.giantcowfilms.com or just problematic part of it? $\endgroup$
    – cgslav
    Commented Jan 13, 2018 at 16:29
  • $\begingroup$ I posted a new thread about this, as it was happening all over my project. here's the link for the new one blender.stackexchange.com/questions/98463/… $\endgroup$
    – jorba
    Commented Jan 13, 2018 at 17:38
  • $\begingroup$ I know this is an old post, but you can also do this by adjusting the clipping in the camera settings. $\endgroup$
    – user134022
    Commented Nov 7, 2021 at 19:15
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The solution I found that actually worked was, scroll down in material properties, and check Backface culling.

Backface culling option

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Hmm, this is I guess the same as another answer. Anyway, here goes:

Use the "Backfacing" output of the "Geometry" node as the mix factor between your shader (whatever it is) and a transparent shader.

node layout for material with transparent front faces

No matter what direction you are looking from, anything with front-facing normals will be transparent. (As you can see from the picture, suzanne and a point lamp are inside a solid sphere, but in the rendered view you can see everything inside the sphere plus the back wall of the sphere.)

Note, however, that in an enclosed space all of your illumination is going to have to come from inside, and/or windows/openings!

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