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I would say that modeling teeth with geometry is very easy. The material, lighting, and rendering is the challenge, especially when you consider all of the occl
by Budabellly 6y ago
I would say that modeling teeth with geometry is very easy. The material, lighting, and rendering is the challenge, especially when you consider all of the occlusion (and hard/soft body dynamics) from your lips that is inevitable with teeth.
Some form of subsurface scattering[1] is a must, and not easily done in games/apps because you can't really "bake" it like you do for most other textures to run performantly.
[1] https://en.wikipedia.org/wiki/Subsurface_scattering#:~:text=Subsurface%20scattering%20(SSS)%2C%20also,surface%20at%20a%20different%20point https://en.wikipedia.org/wiki/Subsurface_scattering#:~:text=....
- kleer001 6y ago(20 years vfx experience, me) Subsurface scattering is the correct answer. It's a very small area and a very expensive calculation. Teeth are translucent and the coloured lighting on them changes rapidly.