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I have a tooth model. I want it to be white outside and (any) voronoi texture inside. Is it possible?

tooth model

tooth model with materials

How to ger rid of those red things? They're caused by boolean modifier

cxnt
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  • how are we supposed to see the inside of your tooth, is it with a boolean? – moonboots Aug 26 '19 at 10:17
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    @moonboots yessss – cxnt Aug 26 '19 at 10:21
  • you've used image textures but didn't pack them, so the objects are pink, please reupload versions with packed images – moonboots Aug 26 '19 at 11:51
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    How do I pack images in blender? – cxnt Aug 26 '19 at 11:52
  • top horizontal menu on the left, File > External Data > Pack All Into Blend – moonboots Aug 26 '19 at 12:03
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    ive updated file – cxnt Aug 26 '19 at 12:06
  • a bit too heavy for my computer, maybe create a new question as it is a different question? but do you have a reason to have so many faces, why not much less faces and a Subsurf modifier? – moonboots Aug 26 '19 at 12:23
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    So if I subdivide it my probnlem will be gone? – cxnt Aug 26 '19 at 12:24
  • no I don't say that, I don't know what's your problem actually, as your file is too big for my weak computer ;) – moonboots Aug 26 '19 at 12:25
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    @moonboots I need a clean white tooth outside and voronoi inside. I need it to be placed on something to make it look more real, so I used a few planes with gum texture, and applied a boolean modifier on it, and now I'm having this problem with outside of the tooth, which shown on scrennshots – cxnt Aug 26 '19 at 12:27

2 Answers2

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So, as your question is equivocal, you have 2 possible situations: Either you're talking about an object that is open and you need to give 2 different materials to each side of the same face OR you're talking about the intersection of an object with its boolean object.

  • Option 1: For an open mesh, use the Geometry > Backfacing node as you explain. Mix it in a Mix shader to separate 2 different shaders.

enter image description here

  • Option 2, if you're talking about the face that is the intersection between your tooth and the object you'll use as boolean, you need to give your boolean object the material you want to see, and make sure that your tooth has both its natural material + the same material as its boolean object. Here, both the cube and the tooth have the orange material:

enter image description here

moonboots
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Geometry node in shader editor solved my problem (Texturing inside of model black)

enter image description here

cxnt
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  • Keep in mind that the normals face the opposite direction on the backfaces, so if you mixed shaders that have IOR for example(like the very popular Diffuse and Glossy mix controlled by Freshnel node), you would need to invert the IOR value(1/IOR) to get correct results. – Martynas Žiemys Aug 26 '19 at 12:05
  • How can I do that? @MartinZ – cxnt Aug 26 '19 at 12:06
  • Like I said, just divide 1 by the IOR value you would normally enter for the part of the shader that is for the backfaces. So say you are making a plastic with Diffuse mixed with Glossy and controlled with Fresnel node and you enter 1.3 as the IOR, let's say you now wish to use the same mix for the backfaces and plug the result of it into your node setup to the bottom input of your mix node. The material will now look wrong. To fix it you need to change the IOR value to 1 divided by it. Like this – Martynas Žiemys Aug 26 '19 at 12:31
  • Please feel free to edit this into your answer if you find it useful or think this might be useful for whoever stumbles upon it in the future. – Martynas Žiemys Aug 26 '19 at 12:33
  • @MartinZ It didnt help – cxnt Aug 26 '19 at 12:41
  • What do you mean? Is this not helpful in your situation, or was this still hard to understand? Did you see the link? – Martynas Žiemys Aug 26 '19 at 12:42
  • @MartinZ Not helpful, guess I did it correct? https://imgur.com/a/kvScqMM – cxnt Aug 26 '19 at 12:45
  • You have only diffuse shaders there. If you are using only diffuse shaders this is not needed so you do not have to do anything if Diffuse shaders are enough for you... I would recommend looking into using Fresnel in Blender though. – Martynas Žiemys Aug 26 '19 at 13:04
  • nah, doesnt work for me @MartinZ – cxnt Aug 26 '19 at 13:21