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I'm trying to make an effect similar to this but in blender instead of unity : bladeinunity

The darker inner part is a cylinder which is inside a larger cylinder with inverted normals and a solid blue material, which makes a solid blue outline around the smaller cylinder. How can I achieve this in blender?

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For Cycles I use this setup (not mine, but I can't remember where i found it) :

enter image description here

You can also use Freestyle, it's a different approach but gives a lot of control over the edge style, thickness etc.

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Using Eevee you can turn on 'backface culling' for the outer (larger) mesh:

enter image description here

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  • $\begingroup$ Hmm. I'd prefer to use cycles for this. is it possible using cycles? $\endgroup$ – Mdot Feb 25 at 12:35
  • $\begingroup$ @Mdot I don't think so since Cycles is physically accurate... However you can render only the inside object with transparent background in a separate view layer and add it back with an "alpha over" node in the compositing workspace. If you only want the solid outline you should look into "freestyle" strokes $\endgroup$ – Gorgious Feb 25 at 12:43

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