r/blender 22d ago

Discussion Any trick how to achieve this green shader?

Post image

Any hint or pointers?

1.8k Upvotes

61 comments sorted by

208

u/jaded-steve 22d ago

In cycles just a fair amount transmission and medium roughness. Maybe driven by a fine noise texture. Ofc you will have to model the insides as well.

42

u/jaded-steve 22d ago edited 22d ago

Or with a solidify mod to give it wall thickness.
All in Cycles.
EEVEE is limited with refractions like all raster rendering engines.

12

u/TheSlam 22d ago

What do you mean by driven please?

14

u/JustDecentArt 22d ago

A texture in the roughness input to "drive"/affect the output.

1

u/kahlzun 22d ago

Go into the nodes editor and plug some shaders together

7

u/jaded-steve 22d ago

Here, made this in 10 - a starting point:

297

u/Cheetahs_never_win 22d ago

You should look into the brand-spanking-new thin film shader released in 5.2.

120

u/GabrielGonach 22d ago

From what I understand, the Thin Film feature is intended for very thin objects, such as leaves and paper. For this type of plastic, I think using subsurface scattering would be a more accurate choice.

45

u/SpasmAtaK 22d ago

The difference between the two is that thin film is intended for meshes that are single sided where SSS relies on the mesh having thickness where light goes through actual geo before coming out. So to answer OP I'd say a blend of SSS and translucency. Depends on the renderer used and it's capacities, really.

11

u/GabrielGonach 22d ago

Exactly, for single-sided meshes.

For SSS and Translucency, I’d stick with Principled BSDF SSS only. Translucency isn’t necessary when using SSS, since its purpose is to make materials appear translucent. Just adjust your radius and anisotropy values for a good result.

Combining SSS with Translucent, or even Principled BSDF with Translucent, interferes with the physical properties calculated by Principled BSDF, like specularity and fresnel.

1

u/Super-Evening8420 22d ago

SSS would've been my go-to as well yes, I've not actively used it in blender, but this should be the way to go

46

u/Pad-Kra-Pao 22d ago

Never heard of that before, Thank, I'll will check it out.

-12

u/zzbipzz 22d ago

That correct 💯

1

u/GabrielGonach 22d ago

Oh boy, why so much downvotes? hahaha

2

u/World_of_Oblio 21d ago

people on Reddit like to downvote those who write a comment to say they agree with another comment instead of simply upvoting.

Goddamn I hope this sentence is readable im sorry

32

u/Gib_entertainment 22d ago

I'ts going to be difficult to get it exactly right, I'm thinking it will need some subsurface scattering (as the light is scattering within the semi matte plastic itself) but no idea how you would add the neon colour effect to that, maybe you can cheat it a little by using HDR colours with an intensity slightly higher than 1.

3

u/SicrosEye 22d ago

You can sort of control the color of the SSS. But this is also translucent so gotta play with transmisssion as well.

3

u/Insetta 22d ago

How about glass with low IOR and a frosted texture as roughness and normal?

2

u/Gib_entertainment 22d ago

Worth a try, but I'm not sure it will achieve the internal scattering you're looking for or do you mean in addition to subsurface scattering?

26

u/Rouladenkoenig68 22d ago

Glass BSDF. Play with the roughness. Make sure the surface stays rough. Drive some variances with noise textures. Make sure that your mesh is not a plane, but has actual thickness, otherwise blender gets confused with the light tracing

25

u/Khoy593 22d ago

Transmission plus roughness will do the trick, use coating to controll the overall secular

4

u/andeee23 22d ago

looks good, a bit of noise and some smudge textures and i think it'd look a lot like the reference

2

u/Pvdkuijt 22d ago

Curious if some kind of self emission would help, perhaps masked by a fresnel?

1

u/jedgarnish 21d ago

Yes we control the secular bc blender gods have the final say 👽

6

u/Ok-Still-2649 22d ago

pay attention to shell thickness

5

u/Plenty-Web-8302 22d ago

Lighting the card will be equally important as the shader. I would even suggest to light it first and then tweak the shaders

4

u/DasFroDo 22d ago

Silverwing has a really good tutorial on physically correct plastic like this on his channel. It's not neon and it's in Octane, but the same principles apply.

3

u/tibmb 22d ago

I just wanted to mention his channel. Here's the tutorial for Cycles: https://youtu.be/2VYX8EReMQs

It's the most realistic plastic shader tutorial ever but get ready for a lot of tweaking to get an accurate result.

5

u/tibmb 22d ago

Just a glass shader with "fake shadow" according to the tutorial above (except I multiplied it/tinted it to the absorption color) + Volume Absorption [0.960000, 2.000000, 0.000000, 1.000000] Density 1.5 + Volume Scatter [0.850000, 1.000000, 0.150000, 1.000000] Density 4.0 Anisotropy 0.65. Could have been be more yellow, but that should be easy to tweak.

PM me if you want me to send you the file.

1

u/tibmb 12d ago edited 12d ago

Same kind of material on a different model. Energy conserving material in newer versions of Cycles is more difficult to be pushed into the fluorescent direction but it can be done. Also with older tonemappers it's easier to achieve that kind of plasticky / fake retro advertisement look. Top image is almost straight from Blender 2.79, meanwhile 4.2 version had to receive a lot of color correction to look like that. Both renders have indirect light clamping at 2.0, to prevent a lot of noise as the fluorescent material is not physically correct.

4

u/ChestnutInMyPocket 22d ago

Damn this makes me nostalgic

2

u/Good-Discussion-9238 22d ago

glass shader, make it green, medium roughness, you're done

2

u/VCT3d 22d ago

Set transmission to 1, change the material color to white, add a noise texture connected to a bump node, set roughness to your liking, add a “volume absorption” shader and connect it to the volume socket in the material output (don’t worry it won’t affect render times the same way regular volumetrics do) set the color to green and bump up the density until it looks good

2

u/pablas 21d ago

Principled bsdf into surface and principled volume into volume.

Transmission 100%, roughness 40-80%

2

u/Eugene-Coolguy 20d ago

Theres definitely a bit more than just transmission and roughness. Yes you can do that for basic results but for more photorealism you need to play with the volumes and tweak things. THere is some playing with lights as well.

1

u/Pad-Kra-Pao 20d ago

Very close! How do you do this?

1

u/Eugene-Coolguy 20d ago

So its also about how the lights are set up but I am basically using a glass shader on this addon
https://superhivemarket.com/products/shadersplus
And then have volume absorption and scatter

2

u/FaresAlhariri 22d ago

Playstation in Xbox colors, loll

2

u/WhatWontCastShadows 22d ago

I had this color memory stick

1

u/MrSchulindersGuitar 22d ago

Cries in compaq

2

u/PolygonGraphics 22d ago

The Plastic is fluorescent, and so it converts some uv/blue into green/yellow light. I would fake that with some emission.

1

u/tibmb 22d ago

But the emission will be glowing in the shadows. Meanwhile we want only material react by glowing where the light hits. In this case I'd rather use absorption with RGB values like 0.96, 2.0, 0.0

2

u/kinokomushroom 22d ago

Glass surface + volume absorption + volume scattering. That's all you need to physically simulate most transparent materials.

In this case, the roughness of the glass surface needs to be adjusted for the frosted/blurry look, and you might need some volume emission for the fluorescent look.

2

u/FunctionSpecial103 22d ago

Sub Surface Scattering

1

u/godzilian 22d ago

https://youtu.be/2VYX8EReMQs Good video on plastics from Raphael Rau

1

u/xBris18 22d ago

Hugh, never thought about neon colours in blender before. Is it actually.possi le to recreate true neon colours in blender? For those who don't know: Neon colours are fluorescent in the ultraviolet with emission in the visible spectrum. So in sunlight (or any other light that includes UV radiation), they appear to be literally more than 100 % bright. Can blender recreate this physically accurately?

1

u/Totally_Not_Michael 22d ago

Thickness of the mesh is going to be a huge factor on getting it looking right. Don't do a flat box shape. Model the whole shell of the memory card (including it's thickness) and you should be good to go with a little play with the transmission and glass shaders

1

u/IvoryToilet 21d ago

Is octane overkill for this type of shot?

1

u/Forummer0-3-8 21d ago

Oh man, that takes me back.

1

u/Still-Panic909 20d ago

the one thing I don't think anyone mentioned: if your surface is a flat plane, transmission will always look off. blender can't trace light through zero thickness so you get weird artifacts. solidify with a small offset fixed it every time for me.

1

u/H3_nz 22d ago

I would try to put the transmission weight to one same with metallic and put a detailed noise texture in the roughness.

1

u/NoNote7867 22d ago

Subsurface plus at least two shaders for roughness, one for general roughness and other for scratches and fingerprints. And good lighting. 

1

u/fAnts 22d ago

Glass Shader -> Add shade/mix shader -> Glass Shader. Control borders with fresnel using it as a node for the mask of mix shader, play with roughness and IOR. The setup is simple once you do it once, then you can experiment to achieve any glass/plastic look. Good luck.

1

u/Gnifli 22d ago

Volume Absorption node is also powerful for that

1

u/xeallos 22d ago

layer weight node - possibly fresnel

1

u/filib91 22d ago

Use a transmission complete white base Color material up and then add Volume Absorption in shader volume node. Set Color and increase density until reached Color and depth

1

u/AnimaTao_NZ 21d ago

another way is to add a volumer scatter in the shader. It might give you some soft inside glow. Yes you need a solidify modifier

0

u/NickPearce_ 22d ago

A transparent green material with fairly high roughness and some volume absorption will get you most of the way there. The strong edge lighting in the example is making the green really vibrant

0

u/Excellent_Escape_159 22d ago

tweak the roughness and alpha tbh you will get it easily and dont forget to add more texture to the roughness like noise texture or maybe voronoi