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Is it possible to paint an object inside with one texture and outside with another?


Texturing inside of model blackWhen to texture paint to paint on Mesh and when to use Photoshop to paint on 2D TexturePossible to add more than one object via Boolean modifiers?Delete parts of a grid outside of another objectUsing alpha data on one material to mask a texture in another materialCombine Texture Paint With Normal Map From MultiRes BakeHow to join two cylinders with different inside diameters together as one?Texture paint mode: is is possible to paint over multiple materials?One object with multiple elements ,different colours to elements inside objectHow to fill a hollow object to make it whole inside?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








1












$begingroup$


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










share|improve this question











$endgroup$













  • $begingroup$
    how are we supposed to see the inside of your tooth, is it with a boolean?
    $endgroup$
    – moonboots
    9 hours ago










  • $begingroup$
    @moonboots yessss
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    you've used image textures but didn't pack them, so the objects are pink, please reupload versions with packed images
    $endgroup$
    – moonboots
    7 hours ago










  • $begingroup$
    How do I pack images in blender?
    $endgroup$
    – cxnt1
    7 hours ago










  • $begingroup$
    top horizontal menu on the left, File > External Data > Pack All Into Blend
    $endgroup$
    – moonboots
    7 hours ago

















1












$begingroup$


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










share|improve this question











$endgroup$













  • $begingroup$
    how are we supposed to see the inside of your tooth, is it with a boolean?
    $endgroup$
    – moonboots
    9 hours ago










  • $begingroup$
    @moonboots yessss
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    you've used image textures but didn't pack them, so the objects are pink, please reupload versions with packed images
    $endgroup$
    – moonboots
    7 hours ago










  • $begingroup$
    How do I pack images in blender?
    $endgroup$
    – cxnt1
    7 hours ago










  • $begingroup$
    top horizontal menu on the left, File > External Data > Pack All Into Blend
    $endgroup$
    – moonboots
    7 hours ago













1












1








1





$begingroup$


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










share|improve this question











$endgroup$




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







texturing modifiers objects






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited 7 hours ago







cxnt1

















asked 9 hours ago









cxnt1cxnt1

907 bronze badges




907 bronze badges














  • $begingroup$
    how are we supposed to see the inside of your tooth, is it with a boolean?
    $endgroup$
    – moonboots
    9 hours ago










  • $begingroup$
    @moonboots yessss
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    you've used image textures but didn't pack them, so the objects are pink, please reupload versions with packed images
    $endgroup$
    – moonboots
    7 hours ago










  • $begingroup$
    How do I pack images in blender?
    $endgroup$
    – cxnt1
    7 hours ago










  • $begingroup$
    top horizontal menu on the left, File > External Data > Pack All Into Blend
    $endgroup$
    – moonboots
    7 hours ago
















  • $begingroup$
    how are we supposed to see the inside of your tooth, is it with a boolean?
    $endgroup$
    – moonboots
    9 hours ago










  • $begingroup$
    @moonboots yessss
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    you've used image textures but didn't pack them, so the objects are pink, please reupload versions with packed images
    $endgroup$
    – moonboots
    7 hours ago










  • $begingroup$
    How do I pack images in blender?
    $endgroup$
    – cxnt1
    7 hours ago










  • $begingroup$
    top horizontal menu on the left, File > External Data > Pack All Into Blend
    $endgroup$
    – moonboots
    7 hours ago















$begingroup$
how are we supposed to see the inside of your tooth, is it with a boolean?
$endgroup$
– moonboots
9 hours ago




$begingroup$
how are we supposed to see the inside of your tooth, is it with a boolean?
$endgroup$
– moonboots
9 hours ago












$begingroup$
@moonboots yessss
$endgroup$
– cxnt1
9 hours ago




$begingroup$
@moonboots yessss
$endgroup$
– cxnt1
9 hours ago












$begingroup$
you've used image textures but didn't pack them, so the objects are pink, please reupload versions with packed images
$endgroup$
– moonboots
7 hours ago




$begingroup$
you've used image textures but didn't pack them, so the objects are pink, please reupload versions with packed images
$endgroup$
– moonboots
7 hours ago












$begingroup$
How do I pack images in blender?
$endgroup$
– cxnt1
7 hours ago




$begingroup$
How do I pack images in blender?
$endgroup$
– cxnt1
7 hours ago












$begingroup$
top horizontal menu on the left, File > External Data > Pack All Into Blend
$endgroup$
– moonboots
7 hours ago




$begingroup$
top horizontal menu on the left, File > External Data > Pack All Into Blend
$endgroup$
– moonboots
7 hours ago










2 Answers
2






active

oldest

votes


















4













$begingroup$

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






share|improve this answer











$endgroup$














  • $begingroup$
    Backfacing solved my question
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    oh you're talking about the inner face AFTER applying the boolean?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    does it matter if you apply boolean before or after? @moonboots
    $endgroup$
    – cxnt1
    8 hours ago










  • $begingroup$
    if you apply the boolean, my method won't work, what you were asking for was for an open mesh I guess?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    What is open mesh?
    $endgroup$
    – cxnt1
    8 hours ago


















0













$begingroup$

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



enter image description here






share|improve this answer









$endgroup$














  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    7 hours ago










  • $begingroup$
    How can I do that? @MartinZ
    $endgroup$
    – cxnt1
    7 hours ago











  • $begingroup$
    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
    $endgroup$
    – Martin Z
    7 hours ago











  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    6 hours ago










  • $begingroup$
    @MartinZ It didnt help
    $endgroup$
    – cxnt1
    6 hours ago













Your Answer








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2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









4













$begingroup$

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






share|improve this answer











$endgroup$














  • $begingroup$
    Backfacing solved my question
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    oh you're talking about the inner face AFTER applying the boolean?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    does it matter if you apply boolean before or after? @moonboots
    $endgroup$
    – cxnt1
    8 hours ago










  • $begingroup$
    if you apply the boolean, my method won't work, what you were asking for was for an open mesh I guess?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    What is open mesh?
    $endgroup$
    – cxnt1
    8 hours ago















4













$begingroup$

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






share|improve this answer











$endgroup$














  • $begingroup$
    Backfacing solved my question
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    oh you're talking about the inner face AFTER applying the boolean?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    does it matter if you apply boolean before or after? @moonboots
    $endgroup$
    – cxnt1
    8 hours ago










  • $begingroup$
    if you apply the boolean, my method won't work, what you were asking for was for an open mesh I guess?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    What is open mesh?
    $endgroup$
    – cxnt1
    8 hours ago













4














4










4







$begingroup$

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






share|improve this answer











$endgroup$



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







share|improve this answer














share|improve this answer



share|improve this answer








edited 7 hours ago

























answered 9 hours ago









moonbootsmoonboots

20.5k2 gold badges15 silver badges32 bronze badges




20.5k2 gold badges15 silver badges32 bronze badges














  • $begingroup$
    Backfacing solved my question
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    oh you're talking about the inner face AFTER applying the boolean?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    does it matter if you apply boolean before or after? @moonboots
    $endgroup$
    – cxnt1
    8 hours ago










  • $begingroup$
    if you apply the boolean, my method won't work, what you were asking for was for an open mesh I guess?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    What is open mesh?
    $endgroup$
    – cxnt1
    8 hours ago
















  • $begingroup$
    Backfacing solved my question
    $endgroup$
    – cxnt1
    9 hours ago










  • $begingroup$
    oh you're talking about the inner face AFTER applying the boolean?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    does it matter if you apply boolean before or after? @moonboots
    $endgroup$
    – cxnt1
    8 hours ago










  • $begingroup$
    if you apply the boolean, my method won't work, what you were asking for was for an open mesh I guess?
    $endgroup$
    – moonboots
    8 hours ago










  • $begingroup$
    What is open mesh?
    $endgroup$
    – cxnt1
    8 hours ago















$begingroup$
Backfacing solved my question
$endgroup$
– cxnt1
9 hours ago




$begingroup$
Backfacing solved my question
$endgroup$
– cxnt1
9 hours ago












$begingroup$
oh you're talking about the inner face AFTER applying the boolean?
$endgroup$
– moonboots
8 hours ago




$begingroup$
oh you're talking about the inner face AFTER applying the boolean?
$endgroup$
– moonboots
8 hours ago












$begingroup$
does it matter if you apply boolean before or after? @moonboots
$endgroup$
– cxnt1
8 hours ago




$begingroup$
does it matter if you apply boolean before or after? @moonboots
$endgroup$
– cxnt1
8 hours ago












$begingroup$
if you apply the boolean, my method won't work, what you were asking for was for an open mesh I guess?
$endgroup$
– moonboots
8 hours ago




$begingroup$
if you apply the boolean, my method won't work, what you were asking for was for an open mesh I guess?
$endgroup$
– moonboots
8 hours ago












$begingroup$
What is open mesh?
$endgroup$
– cxnt1
8 hours ago




$begingroup$
What is open mesh?
$endgroup$
– cxnt1
8 hours ago













0













$begingroup$

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



enter image description here






share|improve this answer









$endgroup$














  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    7 hours ago










  • $begingroup$
    How can I do that? @MartinZ
    $endgroup$
    – cxnt1
    7 hours ago











  • $begingroup$
    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
    $endgroup$
    – Martin Z
    7 hours ago











  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    6 hours ago










  • $begingroup$
    @MartinZ It didnt help
    $endgroup$
    – cxnt1
    6 hours ago















0













$begingroup$

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



enter image description here






share|improve this answer









$endgroup$














  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    7 hours ago










  • $begingroup$
    How can I do that? @MartinZ
    $endgroup$
    – cxnt1
    7 hours ago











  • $begingroup$
    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
    $endgroup$
    – Martin Z
    7 hours ago











  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    6 hours ago










  • $begingroup$
    @MartinZ It didnt help
    $endgroup$
    – cxnt1
    6 hours ago













0














0










0







$begingroup$

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



enter image description here






share|improve this answer









$endgroup$



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



enter image description here







share|improve this answer












share|improve this answer



share|improve this answer










answered 8 hours ago









cxnt1cxnt1

907 bronze badges




907 bronze badges














  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    7 hours ago










  • $begingroup$
    How can I do that? @MartinZ
    $endgroup$
    – cxnt1
    7 hours ago











  • $begingroup$
    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
    $endgroup$
    – Martin Z
    7 hours ago











  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    6 hours ago










  • $begingroup$
    @MartinZ It didnt help
    $endgroup$
    – cxnt1
    6 hours ago
















  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    7 hours ago










  • $begingroup$
    How can I do that? @MartinZ
    $endgroup$
    – cxnt1
    7 hours ago











  • $begingroup$
    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
    $endgroup$
    – Martin Z
    7 hours ago











  • $begingroup$
    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.
    $endgroup$
    – Martin Z
    6 hours ago










  • $begingroup$
    @MartinZ It didnt help
    $endgroup$
    – cxnt1
    6 hours ago















$begingroup$
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.
$endgroup$
– Martin Z
7 hours ago




$begingroup$
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.
$endgroup$
– Martin Z
7 hours ago












$begingroup$
How can I do that? @MartinZ
$endgroup$
– cxnt1
7 hours ago





$begingroup$
How can I do that? @MartinZ
$endgroup$
– cxnt1
7 hours ago













$begingroup$
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
$endgroup$
– Martin Z
7 hours ago





$begingroup$
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
$endgroup$
– Martin Z
7 hours ago













$begingroup$
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.
$endgroup$
– Martin Z
6 hours ago




$begingroup$
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.
$endgroup$
– Martin Z
6 hours ago












$begingroup$
@MartinZ It didnt help
$endgroup$
– cxnt1
6 hours ago




$begingroup$
@MartinZ It didnt help
$endgroup$
– cxnt1
6 hours ago

















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