In this recipe, we will create a glassy polystyrene material (which you find on the body of ballpoint pens), as shown in the following screenshot:
The glassy polystyrene material as it appears in the final rendering
Getting ready...
First, we need the usual preparation:
Start Blender and load the 9931OS_Suzanne_start.blend file.
Select the Suzanne mesh and press T. In the Tool Shelf panel on the left side, select Flat under Shading. Press T again to close the Tool Shelf panel.
Go to the Object modifiers window in the Properties panel and delete the Subdivision Surface modifier. Add a Solidify modifier and set the Thickness value to 0.0350. Add a Bevel modifier and set the Width value to 0.0050. Uncheck the Clamp Overlap item.
How to do it...
Now we are going to create the material by performing the following steps:
Go to the Material window and click on New (or as usual, go to the Node Editor toolbar). Rename the material Plastic_clear_polystyrene.
Set the Viewport Shading mode of the Camera view to Rendered.
Switch the Diffuse BSDF shader with a Mix Shader node, and in the first Shader slot, select a Mix Shader node again. In the second Shader slot, select a Glass BSDF node. Set its IOR value to 1.460. Change the values of R to 0.688, G to 0.758, and B to 0.758.
Go to the second Mix Shader node, and in its first Shader slot, select a Transparent BSDF. In the second Shader slot, select a Glossy BSDF node. Change the Glossy BSDF node color values for R to 0.688, G to 0.758, and B to 0.758. Change the Roughness value to 0.010.
Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and connect it to the Fac input sockets of both the Mix Shader nodes. Set the IOR value to 1.460, as shown in the following screenshot:
The completed network for the glassy polystyrene material