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I am currently trying to texture a soda cup, but have some issues with the UV mapping I think, because the alpha image that I add on the cup is also visible on the inside of the cylinder. What I want is that it is only visible on the outside of the object. I modelled the cup only with a cylinder object.

Material details I've added the texture using nodes and a RGBMixer to get the transparent image. As you can see, the image is also visible inside the cup.

I tried searching for it on the internet, but didn't find anything related. Hope some can help me out!

enter image description here

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  • $\begingroup$ If you want the inside of the cup to be plain white, either take the UV islands that represent that area and move them to an all-white part of the texture, OR use a second (all-white) material for the inside of the cup. $\endgroup$ Commented Aug 12, 2020 at 19:25

1 Answer 1

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enter image description here

If the object has different surfaces for the inside and outside of the cup, just assign a white material to the inside.

If there is no thickness and you are seeing the backface of the object on the inside use the Geometry > Backfacing information to control the mix between two different shaders.

enter image description here

Read more about the Geometry node here:

https://docs.blender.org/manual/en/latest/render/shader_nodes/input/geometry.html?highlight=backfacing

how to use a texture on each side of the same face

If you are using a solidify modifier read this answer:

Add different textures to front and back of plane with solidify?

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  • $\begingroup$ I recreate above node layout, but don't see my image. Even if I change the mapping values.. What do I wrong? $\endgroup$
    – Caspert
    Commented Aug 15, 2020 at 9:46
  • $\begingroup$ See edited answer $\endgroup$
    – susu
    Commented Aug 15, 2020 at 15:22

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