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  • plastic see through material

    Hi All,

    I am trying to make a realistic plastic material for this tent that I am working on. I have enclosed a reference of what it should look like.

    Click image for larger version

Name:	Darryls 20x20 tent 2005.jpg
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ID:	880851

    Any ideas where I could start with that.

    Thanks
    Cheers

    Alex

  • #2
    I would say approach it like glass but make it the reflections/highlights specular. If you have nightly access the GGX material could work well. Also a largish scale dirt texture could work well in the reflect glossiness slot to add a slightly smudged look.
    James Burrell www.objektiv-j.com
    Visit my Patreon patreon.com/JamesBurrell

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    • #3
      Originally posted by Pixelcon View Post
      I would say approach it like glass but make it the reflections/highlights specular. If you have nightly access the GGX material could work well. Also a largish scale dirt texture could work well in the reflect glossiness slot to add a slightly smudged look.
      Thanks James. What do you mean when you say "make it the reflections/highlights specular"
      Cheers

      Alex

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      • #4
        I would #1, spend some time modeling the geometry, subdivide a box a bunch and use the push/pull tools of the graphite toolset in max to sculpt the hanging plastic to taste. This geometry will matter as much as the shader.

        Then try it two ways (with thickness and without) make sure the material has thickness. White refraction (250 rgb or so), turn on Fresnel reflections, set reflection to near white. Untick the "L" icon of reflection and separate the highlight glossiness (this is for the specular component, evident in the plastic folds). If you go with a single sided material use opacity instead of refraction.

        Good luck.
        Colin Senner

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        • #5
          Well 99% of the time i make my glass with highlight glossiness of 1 but a plastic is going to have glossier reflections instead of super sharp reflections like glass. So dropping that number below 1 will start to introduce a specular sheen to it.
          James Burrell www.objektiv-j.com
          Visit my Patreon patreon.com/JamesBurrell

          Comment


          • #6
            Originally posted by MoonDoggie View Post
            I would #1, spend some time modeling the geometry, subdivide a box a bunch and use the push/pull tools of the graphite toolset in max to sculpt the hanging plastic to taste. This geometry will matter as much as the shader.

            Then try it two ways (with thickness and without) make sure the material has thickness. White refraction (250 rgb or so), turn on Fresnel reflections, set reflection to near white. Untick the "L" icon of reflection and separate the highlight glossiness (this is for the specular component, evident in the plastic folds). If you go with a single sided material use opacity instead of refraction.

            Good luck.

            Thanks Colin. I was actually thinking of remaking the geo as well. I understand now James, thank you.

            I will give all this a try.
            Cheers

            Alex

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