white glossy plastic (help)

Hi everyone!
This is my little problem. How can I do a glossy plastic like maxwell material?
My test…
http://img87.imageshack.us/img87/7679/whiteglossyum2.jpg

but this is better
http://img118.imageshack.us/img118/2109/whiteglossyplastichr9.jpg

please help me!

p.s. sorry for my elemetary english.

I don’t know much of how it’s set up without the blend file, but Subsurface Scattering seems like a good idea to me.

The skin presets work well for me (with color set to white) if I need to soften a material.

After that, just experiment with specularity and hardness to see what turns up.

Might try reducing the reflectivity as well.

Perhaps a noise or cloud texture Mapped To the Nor option (with Nor amount set really low, like 0.2 or 0.3) would give it a slight roughness.

Hope it helps!

I would say you used the default Lambert shader? You may want to try at least Oren-Nayar, it gives finer control of the light reflection.
A tiny bit of mirror reflections could be good too, because the example material reflects a square light. But then remove the specularity, it’s no use if you have some mirror value.

Mmmh Oren-Nayar is not a good choice for plastic surfaces imo. It takes into account hypothetic microscopic bumps at the surface when computating the diffuse reflection, and for plastic objects, the surface is quite smooth even at a microscale. That’s why the refelctions on them are quite sharp. Oren-Nayar should rather be used for natural objects with a dry / rough look. Clay, clothes, etc. You can smooth clay, whatever you’ll do, the reflections on it will still be rough. Using an Oren-Nayar shader + hard speculars would be considering that the plastic is composed of 2 layers, one of them very rough, and the second one very smooth… And that’s not the case :slight_smile:

Use RayMirror instead of speculars, and put a bright plane near your object, to make reflections appear. Apart from this, there’s not much that can be done for the shader itself. It’s all in the lighting : make your lighting omnidirectional (use areas / hemis rather than lamps) and use a lot of AO. It will produce a softer look.
See you :slight_smile:

Test with SSS… pretty good? :rolleyes:

http://img120.imageshack.us/img120/776/conssseo8.jpg

http://img513.imageshack.us/img513/421/0001ql6.png

:eek::eek::eek: WOW!!!
Please give me a dotBlend for study! Please please, please.
In italiano:
Fantastico bravo!!!

“Scene.003” is the main scene. Before you can render it you have to render “Scene.001” and “Scene.002” for the textures. Just click the “Animate” button in each of them. This will save the result as PNG into the project folder (i.e. where you put the .blend file).

Attachments

plastic1.blend (286 KB)

Oren-Nayer is only good for rough surfaces, I’d use a blinn specular shader with a high refraction value for starters. Lambert should work fine with blinn. Looking at the maxwell render I wonder if the nice realism it show could partly be simulated by some light ramp shading.

I don’t like to criticise as you already got close to your intended goal, but if the material is intended to represent white plastic it should really have a Ref. value higher than 0.5.

Here are some quick tests with Raymir and SSS.
The last one has Spec = 0 and an emitting plane above the object.
The light setup is the same but the values have been changed to suit a higher Ref. value.
The colour is the reflected background.





That’s close, but the specular needs to have almost no falloff at all.

Here’s mine

To get this I used a very light ramp shader to simulate reflection color like in the Maxwell renderer (it renders faster too).

I got the ultra hard speculars by using an extended material node, plugged the specular part through a math node with the spec. going in the top input and adding with 100 at the bottom, and plugged it into the spec. of another material node.

You need FSA to make sure it anti-aliases though, but it’s the closest the specular would get to the Maxwell render.

another one
no nodes or sss
minnaert and toon
took a long time to render 12 min with an area light

Attachments


plastic.blend (199 KB)

The brightness added by AAO kind of invalidates the ref. values. Setting them above 0.5 results in large overexposed areas. The SSS solution looks good by itself, but I think the Maxwell reference doesn’t use SSS. The material looks opaque to me.

This is about as white as I can make it without overexposing or changing the light setup:

http://img257.imageshack.us/img257/2641/0001wb6.png http://img118.imageshack.us/img118/2109/whiteglossyplastichr9.jpg

I guess this is what sets apart real GI from faked ones. Maybe lightcuts rendering will fix it.

Thanks everyone great result! :yes:

I used Raytraced, and Constant QMC.
Using a higher Ref. value makes it easier to import the material into other scenes without having to alter the rest of the setup, like lighting, AO, other materials values etc.
Remember that white is relative and will always be light grey(or some other colour); it just looks white compared to what else is in the scene.

worqx.com has some good reading:- http://www.worqx.com/color/color_basics.htm
http://www.worqx.com/color/palette.htm

Here is another try, with, and without SSS; both with Raymir, AO and Emit.