Flawless Plastic Shader


#1

I am trying to make a flawless, smooth white plastic surface Like those StarWars spaceship with gloss, but couldn’t really figure out the best shader setting…
the softimage net view ‘white plastic’ material is not enough for me… Is it something to do with lighting setup, too…?

Please could anyone help me with this…


#2

Lightning setup is by far the most important thing to achive any look! I would guess what you need is a nice GI environment. To get this star wars look I think you should spend lots of attention to the shadows!

why not post a picture?


#3

It’s for this Stadium thingy…


#4

I reflection map will do wonders for your plastic. Try it. :slight_smile:


#5

Could you be more specific please…:bounce:
I reflection…?

Thank you, Ed…


#6

A meant “a refelction map”, sorry.
I.E. Plug a spherical environment node into the objects material. Turn up your reflectivity. (set it to environment only)


#7

Thanks so much! :thumbsup:


#8

glad I could help. :slight_smile:


#9

Now the surface looks much better llike I wanted it to be… but
it lost details (bump and shadow) because it is too bright…?!..
Is it because it’s reflection is set too high…?
or is there any Render setting that has to be set when using environment map…?

Specular Decay: 124
reflection RGB :0.684
Gloss : 1
Sample : 1

your help would be very appreciated…
:wavey:


#10

insde


#11

I think that you just need a darker reflection map. Or try turning the reflection down a bit.


#12

Stupid Q…
Can FG and Reflection Map (environment only Mode) can be used at the same time…?
The result is really messed up(too bright) if I use FG…

:rolleyes:

Thanks


#13

When using FG try turning down your radiance under the indirect illumination tab on the shaders’ property editor.


#14

kawoo:

i tired to follow edharris. but i can’t get the result as you do. i am stuck in the rendertree. how do you manage with the nodes?


#15

“A Spherical Enviornment node” won’t able to plug into any reflection of the object material:shrug:


#16

Originally posted by kawoo
[B]Stupid Q…
Can FG and Reflection Map (environment only Mode) can be used at the same time…?
The result is really messed up(too bright) if I use FG…

:rolleyes:

Thanks [/B]

Take a look at this link:
http://www.umlaut.fr/XSI/FinalGathering.html

Hope this helps
Salutations - Cheers
Bernard Lebel


#17

Originally posted by HapZungLam
“A Spherical Enviornment node” won’t able to plug into any reflection of the object material:shrug:

An environment map shader is meant to be plugged in the Environment input of the Material node. The Environment map will be visible only through reflections and transparencies.

To see it, your material has to have some reflective or transparency properties. In the reflection input, if you let Raytraced Enable, the Environment map will only be visible if there is no geometry to reflect. If you set it to Environment only, the reflection will ignore any object and show only the Environment map.

The Radiance is a setting that you will find in the surface shader ppg.

Hope this helps
Salutations - Cheers
Bernard Lebel


#18

Thanks a lot everyone…
:applause:

I’ll post up my scene when I find it good enough…


#19

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