Having trouble replicating this material on the scratch guard. It’s this wavy quasi metallic plastic with a milky iridescent specular, underneath a translucent plastic layer with a flat glossy surface. I thought i got close by forcing some silly values but it breaks completely if it’s not under direct light.
Any idea how to get this? It’s a real SOB and none of my ideas worked.
I should clarify, the issue isn’t the pearlescent iridescence itself, it’s the flat glossy layer on top which the uneven material underneath that transluscent layer
You can see visible ridging and such which indicates the top of the surface isn’t even, but that depth still exists underneath the surface. I need to have a fully functional translucent/refractive layer overtop this surface to emulate it correctly. And i’m not sure how to do that, as clearcoat seems to inherit the surface normal of the surface below it, or at least isn’t thick enough to emulate the depth properly.
Principled’s clearcoat don’t simulate depth and absorption - not that I think it would be required in this case, but you can reduce or eliminate bumps by controlling what goes into clearcoat normal. For normal dielectric materials under a clearcoat, you’d also reduce the specular. For this material I wouldn’t know.