Graphics Reference
In-Depth Information
How to do it...
Now we are going to create the material by performing the following steps:
1.
Go to the Material window and click on New (or as usual, go to the Node Editor
toolbar). Rename the material Plastic_clear_polystyrene .
2.
Set the Viewport Shading mode of the Camera view to Rendered.
3.
Switch the Diffuse BSDF shader with a Mix Shader node, and in the first Shader
slot, select a Mix Shader node again. In the second Shader slot, select a Glass
BSDF node. Set its IOR value to 1.460 . Change the values of R to 0.688 , G to
0.758 , and B to 0.758 .
4.
Go to the second Mix Shader node, and in its first Shader slot, select a Transparent
BSDF. In the second Shader slot, select a Glossy BSDF node. Change the Glossy
BSDF node color values for R to 0.688 , G to 0.758 , and B to 0.758 . Change the
Roughness value to 0.010 .
5.
Add a Fresnel node (press Shift + A and navigate to Input | Fresnel) and connect it
to the Fac input sockets of both the Mix Shader nodes. Set the IOR value to 1.460 ,
as shown in the following screenshot:
The completed network for the glassy polystyrene material
6. Save the file as Plastic_clear_polystyrene.blend .
 
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