Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 24-06-2005 , 05:51 PM
Join Date: Mar 2003
Location: Manchester UK
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Plastic Transparent shader

I'm trying to create a syringe model in Maya and am struggling trying to recreate the shaders.
To get Plastic type materials, do I use a blinn with the reflectons down or a Phong or what?

The 'Real' problem I'm having is tring to recreate the shader for the transparent body.... I have tried modyfiying a Glass shader, but couldn't get it right, then tried a white blinn with transparency up, but none of them look correct...

I'm just wondering if someone can point me in the right direction here....
Regards Scraggy

# 2 24-06-2005 , 07:07 PM
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Well, there are a lot of free shader out there on the net. Try Google and hit Maya shader materials. Thousands of hundreds of dozens of shaders.

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# 3 24-06-2005 , 08:39 PM
Join Date: Mar 2003
Location: Manchester UK
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Been there, done that, nothing :headbang:

So I would like to know how...


# 4 24-06-2005 , 09:59 PM
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# 5 24-06-2005 , 11:34 PM
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Location: Manchester UK
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Best yet.

Hi, Thanks a lot, but to be honest if I can't make the shader I need & do it myself.
Then Highend is the first place I go. (and some obscuer ones too)
If you would like them plz PM me.

your link to the "clock face" didn't work - But I know the one you are talking about, and yes good idea if I can remove the blue it may be a good start - thanks - I'll get it now, skipped over it earlier loking at plastcs, but found no better
then forgot about it - thanks i'll let u know if i can sort it.

user added image Scraggy

EDIT:- Clock Face no good
Darn, just looked and its not a shader in the sense i mean - its a clock a psd file and model really, very simple set up and gorgeous. but the shader doesnt look right to me, unless you know a way?

Anyway for now, think I may try adding some very tiny specles of white using a node or texture, but more of transparent, but the hard thing for me is th sort o refractions reflecs thy have in 'Dim' light, wish i knew more on making shaders..anyone know whay the start nodes are?

Last edited by Scraggy_dog; 25-06-2005 at 12:50 AM.
# 6 05-06-2024 , 09:26 AM
Join Date: Feb 2006
Location: Berlin, Germany
Posts: 3

My solutionis...

Creating a plastic material in Maya 2018 using legacy shaders involves using the traditional shading network, such as Lambert, Blinn, or Phong shaders. Here's a step-by-step guide to creating a plastic material using the Blinn shader:

1. **Open Maya 2018 and Create a New Scene:**
- Launch Maya 2018 and start a new scene or open an existing one.

2. **Create a Blinn Shader:**
- Go to the `Hypershade` by clicking on the `Hypershade` button in the `Rendering` shelf or by selecting `Window > Rendering Editors > Hypershade`.
- In the `Hypershade` window, create a new Blinn material by clicking on the `Blinn` icon under the `Surface` tab or by selecting `Create > Maya > Materials > Blinn`.

3. **Rename the Blinn Shader (Optional):**
- It's good practice to rename your shader to something descriptive like `Plastic_Blinn`.

4. **Adjust the Blinn Shader Attributes:**
- Select your new Blinn material in the `Hypershade` and open the `Attribute Editor`.
- In the `Common Material Attributes` section, adjust the following properties:
- **Color:** Set the `Color` to your desired plastic color. This is the base color of the plastic.
- **Specular Color:** Set the `Specular Color` to white or a light gray to give the plastic its shiny appearance.
- **Eccentricity:** Adjust the `Eccentricity` to control the spread of the specular highlight. A lower value gives a tighter highlight, while a higher value gives a broader highlight. For plastic, a value between 0.2 and 0.4 is typically good.
- **Specular Roll Off:** Adjust the `Specular Roll Off` to control the intensity of the specular highlight. A value between 0.5 and 1 works well for plastic.
- **Reflectivity:** Adjust the `Reflectivity` to control how reflective the plastic appears. A value between 0.2 and 0.5 is usually appropriate.

5. **Assign the Shader to Your Object:**
- Select the object you want to apply the plastic material to.
- Right-click on the Blinn material in the `Hypershade` and select `Assign Material to Selection`.

6. **Render and Fine-Tune:**
- Render your scene to see how the plastic material looks.
- Return to the `Hypershade` and adjust the shader properties as needed to achieve the desired appearance.

Here is a basic summary of the key settings for a plastic material using a Blinn shader:

- **Color:** Your choice of plastic color.
- **Specular Color:** White or light gray.
- **Eccentricity:** 0.2 - 0.4.
- **Specular Roll Off:** 0.5 - 1.
- **Reflectivity:** 0.2 - 0.5.

These settings should give you a good starting point for creating a plastic material in Maya 2018 using legacy shaders.

Help this helps others!


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