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It is adequate to use material attributes only, no actual texture required, however the same one sided rule holds and for consistency, it should always be the same face, in relation to the inside of the model. Presumably you could texture, or define material attributes, for all the inner faces, leaving the outer ones blank and have the same result, however if you texture some inner and some outer faces and they become visually aligned, z bias issues will make some panes look unnaturally dark, or even opaque. A rule of thumb to remember is that a polygon must have color, or texture to render. If there is no color, the sim treats the polygon as if it doesn't exist and so by extension, removing color from one face, removes it from the render and any possible conflicts.So I have to create a texture with similar color and transparency like my used 32 Bit color on both sides (no texture used till now)?
Sorry, I forgot itPlease attach the 3D file format of your choice to this thread (or via PM) to expedite resolving this FS9 transparency / Z-sorting issue.