Hey all. Looking for a bit of insight on a shader I’m working on for a racket. It’s sort of a “gel-like” plastic that has a variable translucence based on the depth of the mesh. I’ve been working with SSS shaders to try and achieve the effect, but have had some struggles selling the look in a final render.
It’s a piece of the racket that holds the wire threading in place when it passes through the other side of the racket frame. Below is a reference image I’m working from.
there is no translycency, simply use a glossy mixed with a diffuse shader and add fresnel to it.
to get the distortion effect i would probably play with some sort of normal map.
Cheers moony - this is exactly the kind of starting point I was looking for. I actually had a similar setup at one point, so nice to know I was heading down the right path. Do you have any suggestions on reducing noise? I’d like to keep my samples around 750-1K for a final animated piece.
Here’s a shader somewhat similar to the link but with some scatter and absorption. To reduce noise and render time, cut down on volume samples, and/or clamp indirect 1.0 - 2.0. Material name is gel, you may need to tweak scales and/or densities. Good luck.