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I would like to create semi transparent plastic material in cycles like this reference picture.

enter image description here

This is my current node setup.

enter image description here

And this is the result i am getting. Ignore the background.

enter image description here

and when i try to render it renders very neat and clean which i don't want because real world objects are not very neat.

Any help or suggestion.Thanks

Thanks for your reply moonboots. I have tried your method but i am getting different results. enter image description here

enter image description here

Am i doing something wrong

when i try to change the color ramp it becomes very shiny and reflective and it doesn't show any transparency.

enter image description here

enter image description here

sorry for the late reply

It's Still not working. enter image description here

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  • $\begingroup$ maybe try to lighten up a bit the colors of the top ColorRamp? $\endgroup$
    – moonboots
    Commented Jul 3, 2021 at 20:04

2 Answers 2

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You could try that:

enter image description here

It's just a mix between a Transparent and a Glossy, with a Layer Weight as factor. Give it a bit of Noise if you don't want your material to be to homogeneous:

enter image description here

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The Material is transparent and refractive, not translucent. You can just use a dark glass shader (since you have kind of a fresnel setup, just use the Principled BSDF Shader with transmission set to 1). Also the roughness in your reference is very low, a .02 would do (keeps the sharp reflections and refractions).

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