Mask Inner Normals?

I have a Bottle model and want to Mask the interior Normals. How can I make a distinction between inward & outward facing?

You can use the Two Sided Sign node

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Thanks but not what I’m after. The Bottle’s topology has inner and outer polygons, not flat.

Not sure if there’s a good way to do this on the fly in shader. It might work to do a dot product check of the vertex normals against the object pivot. This may get kinda funky around the rim of the bottle though.

IF your bottle has non-overlapping UVs, you could just make a black and white texture mask in paint or something to use in a lerp. Or maybe use vertex colors.

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Yeh, the ramped parts are not covered.