THNX 4 "How to Create Cloudy Plastic Material in KeyShot"

Started by PhilippeV8, March 30, 2012, 02:48:45 AM

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PhilippeV8

I finaly got it looking right.  We have a new version of our mechanical ventilation unit (Healthbox II) which has milky valve units attached.  They changed the material of their house to milky so one can see the position of the  valve trough it (which is blue).
With the help of this tutorial I improved the look of them .. + it renders 2x faster !
I'll post some imagery shortly.

PhilippeV8

#1
it's not 100% exact, but lots depends on environement settings and lighting and gamma/brightnes.  I noticed I gotta fine-tune this material for every camera change or environement change.  But it sure does look a lot better than what I had !
Plus the photo here is a bit blown out and if I hold a real valve in my hand here, it looks most like my newest render.
PS: check the file names to know which is which ;)

guest84672

Looking quite good! Glad to hear that the QT was helpful.

Brian Townsend

Hi Phillipe,

Looking good.  I think we can probably get it even closer.  You are right, the lighting of this material does make a big difference. How does the cloudy plastic look when you turn off 'detailed shadows' in the settings tab? 

Brian

PhilippeV8

Here's without detailed shadows.
First is the settings as I had it with just the shadows dissabled.
The second is after tuning the material again.
The valve does look better.  However the blue plastic part from the box behind it doesn't.

plbb

Quote from: PhilippeV8 on April 05, 2012, 04:37:16 AM
Here's without detailed shadows.
First is the settings as I had it with just the shadows dissabled.
The second is after tuning the material again.
The valve does look better.  However the blue plastic part from the box behind it doesn't.
Hi philippe my solutions here when in keyshot2 times:)
http://keyshot.com/forum/index.php/topic,1554.msg5570.html#msg5570
and thanks to Thomas Teger give me the official definition of cloudy plastic

PhilippeV8

Type: Advanced
Diffuse: 70/70/70
Specular and Spec Transmission: 255/255/255
Diffuse Transmission and Ambient: 0/0/0
Roughness: 0,5
Rough Transm.: 0,122
Refraction: 1,5
Fresnell & Glossy: ON
Glossy S: 9
Diffuse Map Alpha: OFF
Opacity Mode: 0

Since this material can change a lot with environement and settings here's my detail on that:

Environement:
I've got a custom version of the "hdri-locations_urban", which I made grayscale and added 2 pin-lights near the horizon.
Contrast: 0,62
Brightness: 0,855

Settings:
Brightness: 1,73
Gamma: 1,81
Self Shadows and Global Illumination: ON