Replicating SSS recycled plastic

Blender (Export script developed by yoyoz; Integrated Plugin developed by JimStar)
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Sursouth
Licensed Customer
Posts: 13
Joined: Thu Apr 20, 2023 12:51 pm

Hi. I am trying to replicate a recycled plastic; see attached image.
4dca86540f172a40688c2589c29ea9f6.jpg
I only used Octane for Blender a few times. Following a video on SSS in YT, I learned how to set up an SSS material by setting the transmission to diffuse and plugging a white RBG node into the transmission. Then, changed the albedo colour to black, and I drove the material with a Random walk.
octane.png
Not nearly there, I know.
test.png
I would like some guidance. I did not add all the details and different chip colours, but I want to understand the principle first.
Some questions:

- Do you think I should have a solidify modifier to add the walls to the piece? Maybe it is not helping. It is a solid volume instead of a thickened wall.
- Is Random Walk the way to go for a Recycled Plastic like the reference? Or should I go with a scatter node plugged into the medium?
- Is the approach of having white transmission and black albedo correct to achieve this type of material?
- How can I drive the material to be waxier where the overall beige colour is and less translucent on the chip parts? Do I need to tackle this as in Blender, where I will drive with a black and white noise, the transmission colour and the Scatter one?

Thank you
TheBricksburgTheatre
Licensed Customer
Posts: 44
Joined: Thu Sep 07, 2023 9:13 pm

Hi there,

do you still need some guide for recreating this shader or did you find a solution in the meantime?

I cannot excatly tell how to setup the speficic shader correctly but what I most do is just playing with the values until it looks good. And there some different ways to make a proper sss shader and the results are always different. So what I can do for you is upload some of my good looking sss shaders and you play wit hthe values. Recreating this shader for the chair isn´t that dificult. For the freckels I wouldn´t masked out the sss shader – what would make sense but it´s a bit complicated. I had not the best results when I did this. I just would place the freckles as an on top composite texture. The sss shader in your example is pretty dense and there shouldnt be a need for masking out the sss in my opinion.

So let me know ... cheerz
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