Btw, the original poster’s setup was a tad over-complicated. All you need to do to do this properly is this
Still about four more nodes than ought to be necessary, but it’s not quite so bad.
A full setup would require more though. Ideally you want to use:
- two albedo textures (one for the front one for the back - they will look different!)
- two roughness textures (front / back)
- two normal maps (front/back)
So a full node tree might look something like this (I don’t have the necessary maps to make it work, so I’m only showing the node setup. I may have flipped an input here or there, can’t test):
The Mix node going into the Fresnel Normal is there to emulate the effect roughness has on the fresnel gradient. If a material is very rough, effectively you are facing more of it heads on. So instead of the normal direction, in those situations you need the incoming direction.
Finally, I’m not sure if my logic with the albedo map is correct here. I think that’s right, but you might need to actually put the opposite color into the Translucent BSDF. Like, use another Mix node like ALBEDO but invert the inputs and plug that into Translucent instead.
On short notice I found no reasonably quality texture that has both the front and the back side on it for me to try it out.