Any ideas how to make this?


I am trying to make a material similar to this, I’m not sure how though.

some others have done this but it’s not the effect i’m looking for

Hi,
look up “Subsurface Scattering”.

For example:

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Thanks i’ll take a look. It’s not just the sss though, it’s also the transparency and translucency

gdg.blend (1.3 MB)

It only works with Cycles.
Find the right composition by mixing things together.

You can also use the volume.

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Thats awesome! Thank you so much!

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You are genius!!! How did you even work this out.

Each setting is to fill in the expression parts that are lacking in material expression.
See the manual for a description of the feature.

Add…

It can be made transparent with Transmission, but if you adjust the concentration, it becomes similar to plastic.
In this case, using Subsurface together will create a silicon-like feel.

And use Transparent BSDF to create a more clear transparency.

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I wouldn’t have thought of this in a million years. Thank you so much. I am amazed with how well this works.

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That’s an informative nodetree.
Thanks for taking the time to make and share it.
Robert

Interesting. Actually it works without the Ray Depth.

Why are you using the Ray Depth Multiplier? Just to brighten the “gum”?

Thanks
Chris

You don’t need Ray Depth.
But it’s darker than the example image presented.

The use of Multiplier for Ray Depth is to control the numbers from 0 to 1.

https://docs.blender.org/manual/en/latest/render/shader_nodes/input/light_path.html

Ray Depth
Number of times the ray has been reflected or transmitted on interaction with a surface.

Note
Passing through a transparent shader does not count as a normal “bounce”.