Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 24-06-2005 , 05:51 PM
Subscriber
Join Date: Mar 2003
Location: Manchester UK
Posts: 159

Plastic Transparent shader

Hi,
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
Total Rookie's Avatar
Registered User
Join Date: May 2005
Location: Where do u think I am right now? Alright, I'll tell y' all... I'm at Gnomon Workshop and Highend3d sites...Hehehehe...just kiddin':)!!!!Oh, I'm not a ego member anymore? Cool!!!! I'm a Senior Member now!!!!
Posts: 599
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.


Anyone here plays Tibia?

Add me to your MSN list

Tibia is the best MMORPG that i've ever seen...xD
# 3 24-06-2005 , 08:39 PM
Subscriber
Join Date: Mar 2003
Location: Manchester UK
Posts: 159
Been there, done that, nothing :headbang:

So I would like to know how...

Scraggy

# 4 24-06-2005 , 09:59 PM
vladimirjp's Avatar
Subscriber
Join Date: Jun 2003
Location: stuck in the 90's boston, USA
Posts: 1,871

# 5 24-06-2005 , 11:34 PM
Subscriber
Join Date: Mar 2003
Location: Manchester UK
Posts: 159

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?
Scraggy


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

My solutionis...

Hi!
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!

LAO


LAOMUSIC ARTS
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads