Re: Milky transparent plastic material
I’m still testing in this direction too, early phase… currently I cannot continue cause there are big renderings batching ;D
I ended up at this stage:
double sided off
A) medium translucency:
-reflection layer fresnel
-no or transparent diffuse
-refractionlayer: IOR 1.15, fog color dark grey (40), multiplier 0.1, affect alpha, affect shadows
now the trick:
-emissive layer: white, transparency 230, multiplier 3…
B) thicker translucency:
it’s the game between emissive and refraction layer:
-refractionlayer: IOR 1.15, fog black (4), multiplier 0.1, affect alpha, affect shadows
-emissive layer: white, transparency 230, multiplier 5.5
… to ad blurryness in the material: simply put the refraction layer gloss to 0.5 e.g.
to make things colored, here with the thicker material (B):
-refraction layer: as above, but the fog color is a very dark orange (R12G04B00)
-emissive: as above, but the color is the bright orange (R255G85B00)
to play with a more or less diffuse layer like micha suggested is an option too.
the transparency color in the refraction layer could be a chance to lighten up the “exit” color, at least that worked for me with a clear glass… in my tests it slowed the rendertimes a lot.
but actually I couldn’t continue testing the material in different environments or in interaction with objects from a scene (the emissive layer should be sending out light in the scene, don’t know if it’s so strong that it works more like a light, and not only to brighten the very dark and dull fog color :
)
perhaps some inspiration?
ciao,
martin