Load the rig or base mesh into Blender.
Append the Teeth Upper, Teeth Lower and Tongue materials from Teeth+Tongue-Shader.blend (File > Append, navigate to the Material folder).
Select the Teeth Upper object and open the Shader Editor.
Select all and delete.
Click the Material Selector button in the header and select the newly appended Teeth Upper.001 material, as per the image on the right.
Copy all the nodes, reselect the original Teeth Upper material in the header and paste the nodes.
Repeat steps 4-6 with the Teeth Lower and Tongue objects and materials.
For instructions on adding the separately available Teeth & Tongue Texture images, see the documentation. To make your own, see the Creating Textures page.
Be sure to set the appropriate Cycles Render Device in Edit > Preferences > System, and select GPU Compute (if available) in Render Properties to maximise rendering speed.
The Teeth & Tongue Shader consists of three materials: Teeth Upper, Teeth Lower and Tongue. They each belong to their respective objects in the Teeth & Tongue Rig, Face Rig or Body & Face Rig. The node settings are the same for each, with two additional ones for the Teeth Upper and Lower (as indicated).
Albedo Mix
The opacity of the Albedo texture image. Default is set to 0 so that it renders correctly when untextured.
Hue, Saturation and Value
The HSV of the Albedo image.
Tip: lowering Saturation can be an effective way of lightening the material, rather than (or in addition to) raising the Value.
Enamel (Teeth Upper and Teeth Lower nodes)
Yellows/whitens the teeth. This slider is inverted (whiten <--> yellow) in the 2.79 version of the shader.
The areas affected are dependent on the tonal values of the Albedo image, and can be adjusted by opening the node group (tab) and tweaking the curve in the upper RGB Curves node. Note that this will inversely affect the area influenced by the Melanin properties.
Enamel Tint (Teeth Upper and Teeth Lower nodes)
Adds a colour tint to the teeth in the Albedo image. White = no tint.
The areas affected by the tint are dependent on the tonal values of the Albedo image, and can be adjusted by opening the node group (tab) and tweaking the curve in the upper RGB Curves node.
Melanin (Teeth Upper and Teeth Lower nodes)
Adds pigmentation to the gums. As with the Enamel, the affected area is dependent on the image values and the RGB Curve. Note that changing the RGB Curve will inversely affect the area influenced by the Enamel properties.
Melanin Tint (Teeth Upper and Teeth Lower nodes)
Adds a colour tint to the gums in the Albedo image. White = no tint.
As with the Enamel, the affected range is dependent on the image values and the RGB Curve.
Tint (Tongue node)
Adds a colour tint to the Tongue Albedo image. White = no tint.
Base
This is like an undercoat for the Albedo image. Lower Albedo Mix values reveal more of the base colour.
Displacement
The intensity of the displacement map. Default is set to 0 so that it renders correctly when untextured.
Albedo Image
Input for the Albedo texture image.
Displacement Image
Input for the Displacement image.
Shader
Connects to the Material Output node's Surface input socket.
Displacement
Connects to the Material Output node's Displacement input socket.
For best results, make sure Displacement & Bump is selected in Material Properties > Settings > Surface > Displacement for each of the objects, and set the subdivision levels as high as your hardware permits (or until you can't notice any improvement). Keep a close eye on your memory usage while testing subdivision levels, as overdoing it can quickly exceed the available RAM and cause the system to hang.
Displacement detail may take a long time to resolve. When using denoising, make sure the Albedo and Normal passes are enabled.