In this recipe, we will create a generic plastic shader and add slight granularity (optional) to the surface, as shown in the following screenshot:
The generic plastic material as it appears in the final rendering
Start Blender and load the 9931OS_Suzanne_start.blend
file. This is a prepared scene, with Suzanne (the monkey head primitive that is Blender's mascot) leaning on a white Plane, a Camera, a mesh-light emitting slightly yellowish light, and a low-intensity gray World.
Now we will go straight to creation of the material, so follow these steps:
Plastic_Green_Soft
.0.040
, G to 0.800
, and B to 0.190
) and the Glossy BSDF shader's Roughness value to 0.300
.0.100
.0.500
, as shown in the following screenshot:A screenshot of the entire Blender interface with the basic shader nodes in the Node Editor window at the top
50.000
. Add a Math node (press Shift + A and navigate to Converter | Math). Connect the Noise Texture node's Fac output to the first Value input of the Math node. Set the Math node's Operation to Multiply and second Value to 0.050
. Connect its Value output to the Displacement input socket of the Material Output node, as shown in the following screenshot:The very simple bump effect added to the shader nodes by connecting the output of the Noise Texture node to the Displacement input socket of the Material Output node
Plastic_soft.blend
.This is one of the simplest materials you can build in Cycles. It consists of a colored Diffuse BSDF component mixed at 50 percent with a white Glossy BSDF shader and another low Glossy BSDF shader to make the specular effect more diffused. A tiny Noise Texture node, connected directly to the Displacement input of the Material Output node, adds a slightly dotted bump effect to the whole material, as if it is some kind of industrial plastic used for toys.