Inside out brep


while repairing some igs geometry I ended up with closed brep with flipped normals.
It looks like when you get out of bounds in a game. Face closer to camera is rendered as transparent while the inside face on oposite side of the body is rendered like outside.

Any idea how to fix this? Does it have any intended use (i.e. modeling internal voids)?

Exploding and re-joining the polysurface might fix it.

It can be used for modeling internal voids (by using the _NonmanifoldMerge command).

If you’re unable to fix it or have further questions, post the file.


Usually this happens when either the axis or the profile curve direction is flipped.