Shading both the normal surface and the reverse surface of an object

Here’s the setup: I have a starship hull that I’ve modeled and the cargo doors (huge by percentage of the ship’s hull size) are open and you can see inside the ship from the camera angle that I’ve set up. The hull is essentially a cube (or started out that way) and has been poked, stretched and prodded into the final shape. I then applied a solidify modifier to get the proper thickness of the hull.

(There are other primitives that make up the hull as well, but let’s keep it simple)

The hull exterior is shaded with just a procedural (for now) in a nice shade of yellow reminiscent of the primer used on aluminum parts for aircraft. The inside is going to be a variety of colors. I’ve tried a bunch of things to shade the inside but haven’t found the electric acid koolaid magic foo that will make this work.

Suggestions?

I’d turn off the solidify and just extrude the wall out however far you need it. Speaking for myself, I just use the solidify modifier for glass canopies and similar objects that require only one material. With the extruded wall, it’s simpler to apply different materials to get the result you want.

If you have not applied the Solidify modifier, it has a parameter called Material Index. You only need to set the slot of your material in that object. You also can set a different material for the rim.

Tried this out last night and it worked famously. I now have a new way to put decals on stuff. :smiley: