061 // Rinse and Repeat
- Rikki Henry
- Mar 3, 2021
- 1 min read

Steps. to make make the plastic material go into the material delete the default specular. Then add a GGX material then scroll down and in the Layer Fresnel scroll down change the Fresnel to Dialetric. Also adding in the General tab shadow type: Raytraced shadow hard, then go into the details tab and choose from the Falloff dropdown: inverse squared (physically accurate)
Thought. towards the end of the render, I realised that it was mostly about improving upon the material and the lighting, cycling through them trial and error-wise, to make the plastic quality come through.
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