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I'm trying to understand how to model/render realistic plastic in Blender. The part I couldn't figure out how to create yet is the parting line (the line where the plastic mold connected during the molding/injection process, like in this image: enter image description here

Can anyone explain how to achieve this efficiently in Blender?

Thanks in advance!

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Here is a way to do it, you could make the parting with a simple extrude (but you could as well do it with a Bump node). To make the plastic material you could mix a Diffuse with a Glossy node. To create the small wave bumps and the logo, use a MixRGB (Add mode) to mix a Wave texture with an Image Texture, and plug the MixRGB into the Normal sockets of the Diffuse and GLossy.

enter image description here

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final

Procedural method

Line:

Create a line around your ball and make it as a group with ability to change position on the Z axis and width.

line_nodes

line_gif

  1. Combine 3 Line groups and add some noise to them. I've used only simple noise, but you can be a lot more creative with it. Make it as Bump map.

I've added also some Roughness and more Bumps on the surface of the ball.

nodes

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  • $\begingroup$ Wow! Looks amazing, even though above my current knowledge of node setups and material design. Many thanks for sharing your solution! $\endgroup$ – vmalloc Apr 22 '19 at 15:09
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you can achieve that with bumps maps or normal maps, and simple difuse and roughness/ glossiness texture. though you can model those "parting lines" and then bake then into a texture, and also you can try to use a clouds texture with some tweaks with nodes maybe to make the small bumps in the surface, or do hand painting with a alpha texture.

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