I was wondering if anyone had any thoughts on how I could recreate a texture for this type of material? It’s a recycled High Density Poly Ethylene. It’s created from plastic pellets in various colors and then pressed into a sheet. Love to render some scenes using this as a material, as its been specified for an architectural project…
First would be ideas on how to create the coloring, and second would be where to start with recreating the actual PBR settings? As far as I can tell the material is relatively smooth (similar to a plastic texture).
For context I’ve got very little experience with creating textures, although I have had a go at using Materialize and have used things like Quixel Mixer/Adobe Substance Painter. Any starting points/similar texture workflows/ideas are appreciated!
Next, I create a normalmap from the remaining 2 channels from the vononoi texture, which makes each blob of plastic face a slightly different direction. I also use the “distance” to create a bit of slope to each blob.
This is quite cool! I have kind of the design I want (First Image), however I was playing around with some different nodes to see if there’s any way to soften the voronoi pattern? The real life sheet’s we’ve got kind of have a soft blur (as the plastic pellets meld into each other, has a kind of bleed/Gaussian blur/motion blur effect? Second Image) Any advice @ThomasKole?
Would also be cool if the voronoi pattern could scale randomly over 3D (i.e. bigger chunks in some areas, smaller chunks in others? I tried chucking some other nodes into the scale but none of them did what I thought they would )
To be honest from a distance the voronoi + colour ramp works well, but since this is for a high-end interior job I was hoping for something a lot more realistic, so I’ve starting playing around with Substance Designer yesterday to see if I can get something more complex going using @ThomasKole suggestion as a starting point. It’s kind of tricky since the material itself isn’t perfect chunks that are faded into each other, but are have a layered blur beneath the surface (where some areas have melted into each other more, or not, and also have that slight motion blur where other areas look very static) Here’s another two images showing what I mean. The second image is an example of how I want to render the scenes.