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Re:A sneak peek at MetaHuman Creator by Budabellly on Wednesday February 10, 2021 @05:30PM (#26095699)
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=....

Re:A sneak peek at MetaHuman Creator by kleer001 on Wednesday February 10, 2021 @06:43PM (#26096392)
(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.