How can I achieve a look like this slightly jelly like plastic material?

I’m struggling with the translucency in particular.

I have made some attempts which you can see below but I don’t feel it particularly captures the same translucency.

I feel certain some amount of SSS is being used but not quite sure how to combine the SSS with whatever else I need to get the translucency to work as desired.

Many ways to go about this but I haven’t had a single breakthrough that satisfied me, so I would love for someone to dispel this for me! :slight_smile:

Here is my take on it :

Some hints :
You can think of transluscent node, SSS and volume as 3 ways to do light passing through a volume, and you can use one in place of another from time to time.

I recall that there is a way to use a volume node to do glass but I didn’t recall how , but that might work even better.

The transulscent node is one special case where you might want to use an Add shader rather than a mix shader. At least where it’s supposed to be used like with a sheet of paper and so on…

The ray length is the trick that bring more light the thinner the glass is…

I’m sure it’s possible to do even better but in the meantime I hope that helps !

Wow that’s super handy and intricate node set up that I would have never even thought to try so thank you for that! I feel it captures the outer layer material really well.

I made this same post on Reddit with some interesting responses which I thought might be handy to share here

Interesting you got this look without any subsurface (from what I can see anyway). It checks out what you’re saying about the 3 ways of doing light passes through volume given that the other responses I got included volume shaders.

I assume the SSS Strength and SSS deptha re value nodes you renamed?

Thank you again! :slight_smile:

Just a small note:
The lower part of that node setup is adding light to the material (Cycles assumes that part as an emission shader). The RayLength node makes the intensity of that emission to get dimmer as the rays travel a bigger distance inside the object.

It works well and fast when you have a well illuminated scene (as is the case in your screenshots). For very specific light setups (dark or with small/few light sources) it might look like a fluorescent material.

I can understand it as “emission” ?

Whenever a color is connected to a Shader socket, internally Blender creates an emission Shader node in between.
So these two examples below do exactly the same thing:

what is the reason for not using subsurface layer from the basic shader?

Maybe it’s just me but I don’t think it really gives the same results as the I shared above. At least from my experiments and from your example too, in my opinion.

But there are so many ways to do it and lighting plays such a key part, size too so even though I’m learning from everyone else’s tips and tricks I am still having to tweak a lot to match their results! Still more experimenting to go before I really land on something but I feel hopeful I will get the result I’m looking for.

Thank you for the tip!

I’ve palced the material in an example set up I have and I noticed a strange thing with it where the “fake SSS” is emitted based on the camera viewing angle rather than where the lights are illuminating the object. Not sure if that makes sense but you can see below:


You can see that within the holes the left and top angles are showing the SSS effect where normally it would be where ever the light is interacting with it instead.


When I move the camera you can see the effect change, that shouldn’t be the case with a physically accurate lighting right?

layered (disney-like) shader is a verry robust thing - just a few sliders instead of webs of nodes and you can achieve a lot.

edit: remember about back/forward scattering

I’m not quite sure I understood your message, my apologies but I think you were saying something along the lines of “keep it simple”?

In that vein I have tried to just mainly use the Principled BSDF only to drive the effect and honestly the results are quite good.

I would still like some more translucency as shown above like sozap’s example but I will continue to do more tests

yes, „keep it simple” would be a good summary.

Hello, it turns out that I forgot about adding the Transluscent shader in my example :smiley: , so that would have made what I said earlier a bit confusing …

Indeed on reddit they show a technique with volume which gives you another way of doing the same thing…

Yes ! that’s it !

Thanks @Secrop for your answer or I would completely miss that :smiley:

This happens to be an older project that I was getting ready to update to the newer SDF grids…

It is perfect for your example…as it is nothing but Subsurface that controls the depth, there is no transmission or transparency used…

Hope it can help…

I think you’re 99% there with just the SSS settings from the Principled BSDF, just by having a scale that’s larger than the size of the object, and a more saturated version of the color for the SSS radius

Thank you so much, that’s very kind of you. I have tried so many node set ups that looked good on other peoples’ scene layout that didn’t transfer well to mine haha, I have learned that lighting and scene size makes a major difference, but I will use this as well so thank you again!

Thank you! Really good point on the size, I haven’t been utilising it as I should so thank you for that :slight_smile:

one note: not sure why but anisotropy seems to work in opposite direction - meaning 1.0 is full backwards scattering (towards the light source, like marble). 0 is uniform scattering and full forward scattering (liquids) is missing.


edit: arnold subsurface anisotropy: