I tried with boolean to make the mold of the headset in the sponge and it doesnt work and i wonder what alternative do i have to make it work ?
And the sponge doesnt look anything like in this tutorial that i follow and i need some help to figure out what i am doing wrong since ive pretty much followed every node in this shader and yet my sponge looks like you see on the screenshot https://youtu.be/VvD0ql9OvdE
So as i understand this you want to cut out the headphone shape from the “cube”… and does have problems. But are this problems related to the boolean ? Or does it work like so:
Well sometimes booleans are tricky… you have to play with fast and exact and the given options…
Sometimes simply subdividing one object helps… or have a look in complete wireframe mode to see some also most touching areas and maybe resize/re-align…
Also the “trick” @BG_Division mentioned helps to see the result better…
Sometimes oen object to too complex and one should try to “cut” in mutliple steps.
I just fixed it , checking on self interaction option did the work . Now the problem is with the sponge material what i am missing or failing for not replicating the sponge as it is in the tutorial ive included in the post ?
Well… you might have to investigate every single step and try to understand what is going on… since simple redoing might lead to a different result because of maybe some slightly changes… or… you simply missed something…
To some degree it seems to work. So you might find the location where your results divert…
Yes, this wasn’t showing in the first image set it to 300 or 400.
But i think the box that the sponge is in might not let the light through to show the subsurface.
Did you managed to get closer to the image look in the tutorial?
Also the packaging foam has deferent texture then sponge, unless that was what you wanted sponge texture?
Yes i did also tried with principle volume and it did work but i really wanted to make that one work for a funny experience that i wanna do with sponges