In this recipe we will create a generic plastic shader, adding a slight granularity to the surface:
Start Blender and load the file 1301OS_04_start.blend
. It's a prepared scene with Suzanne (the monkey head primitive that is also Blender's mascot) leaning on a plane, a Camera, a Mesh light and an already set low intensity gray World.
Now, straight to the material creation:
Plastic_green_soft
.50.000
. Add an RGB to BW node (press Shift + A and go to Convertor | RGB to BW) and a Math node (press Shift + A and go to Convertor | Math); connect the Noise Texture node's Color output to RGB to BW and the RGB to BW node's Val output to the first Value input of the Math node.0.100
; connect its Value output to the Displacement input socket of the Material Output node.This is one of the simplest materials you can build in Cycles; it consists of a colored Diffuse component mixed at 50% with a white Glossy shader. A tiny Noise Texture, connected directly to the Displacement input of the Material Output node, adds a slight dotted bump effect to the whole material; this effect actually is optional, the shader is already very plastic-looking without the bump.
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