Bakelite is a very common type of plastic and can be found in a lot of different colors and patterns. In this recipe, we will create the black type (which was once really common), as shown in this screenshot:
The black Bakelite material as it appears in the final rendering
Start Blender and load the 9931OS_Suzanne_start.blend
file again:
1
.Now we are going to create the material by performing the following steps:
Plastic_Bakelite_Black
.0.253
). Set the Roughness value of the Glossy BSDF shader to 0.100
and the Fac value of the Mix Shader node to 0.800
.Mix Shader1
. Select the second Mix Shader node, and in the Label slot, write Mix Shader2
.0.500
. Set the Anisotropic BSDF node's color to light gray, and set the same color for the Glossy BSDF shader (that is, RGB to 0.253
). Set the Glossy BSDF shader's Roughness value to 0.100
and Rotation to 0.500
as shown in the following screenshot:The simple shader network for the basic Bakelite material
Plastic_Bakelite.blend
.Basically, we made the same kind of material as the green plastic material, but this time, we enhanced the reflectivity (mirror) by lowering the Roughness value. We also added an Anisotropic BSDF specularity effect with the same roughness and color as those for the Glossy BSDF shader. The Rotation value of the Anisotropic BSDF shader sets the flow of the highlights on the mesh. The direction of the specularity rotates as this value increases from 0.000
to 1.000
.
Anisotropy is a method of enhancing image quality of textures on surfaces that are far away and steeply angled with respect to the point of view. An anisotropic surface will change in appearance as it rotates about its geometric normal.
Starting from the black material, let's now try to make a differently processed Bakelite material, as shown in the following screenshot:
A different type of Bakelite
First, we'll make a node group of the Bakelite material by performing the following steps:
Plastic_Bakelite2
. Then save the file as Plastic_Bakelite2.blend
.Aniso
. This will drive the influence of the anisotropic shader on the glossy shader. Click and drag the Fac socket of the Mix Shader1 node to the empty socket of Group Input node. Rename it Spec
. This will drive the amount of final specularity of the shader. Here is a screenshot of the creation of the Bakelite node group for your reference:The creation of the Bakelite node group
Bakelite
.Now we'll add the nodes needed to create the differently colored material that we decided at the beginning of this section:
4.000
, Detail to 4.200
, and Distortion to 1.700
.0.277
and the white color marker to 0.686
.0.600
. Change the Color2 values of R to 0.799
, G to 0.442
, and B to 0.220
.0.300
, as shown in the following screenshot:Adding texture details to the Bakelite node group
2
.