Need help with Boolean and material sponge issue

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

Nodes:


Hi,

  1. are you using Cycles or Eevee? Is your Vieport Shading in Rendered mode?

  2. Have you set the boolean mesh as Wire in Object Properties > Viewport display > Display As?

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Cycles and yes its in render mode the screenshot
I havent tried to put the boolean mesh as wire

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:

I do not believe that the material has something to do with this… but i will not rebuild this to check…

It doesnt even do that as you shown , that was exactly the effect i wanted to create to do a sort of animation like the headset coming out of the box

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…

Hi, at a quick glance it looks like you didn’t set the subsurface on the principal shader.

You mean like this ?
image

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?

I have no ideia what you mean by packaging foam , even with 300 or 400 it looks like this , nothing similar to the final result of the video

You seems to have a more yellow color choosen and not that “orangish” yellow… also you subsurface color not beeing orange… ( not the tint…)

You might also think about the Z-scale…

Do you have the scale to your object applied? (in View3D, Ctrl+A, Scale)

Yes fix that now and still looks like this which is nothing yet compared to that video -

Now the only thing that looks that is still missing, is the adaptive subdivision, and the displacement as ‘displacement+bump’.

The color is just a matter of preference, and it’s easy to change. And you can scale the textures a bit higher, to give a good sense of dimentions.

This is what packaging foam looks like:

That’s… another story… :stuck_out_tongue_closed_eyes:

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If all fail try this tutorial, he ishttps://youtu.be/rC9YdDxTeGs?feature=shared using principle volume:

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