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I've been trying to recreate a back glass/plastic material based on my phone, which this picture could be an example on how it looks under bright light

Picture of General Mobile GM 22 Plus, which has a plastic back and the light reflected from the plastic is seen have a semi-anisotropic like shape

(This picture isn't mine, but I am willing to provide more images myself if needed)

This picture isn't mine, but I am willing to provide more images myself if neededI've tried to get a similar effect with two Anisotropic BDSFs and a Glass BDSF mixed together as seen below, but I am not very satisfied with this effect. Less similar effect mentioned above Shader nodes I've also tried to change the Texture Coordinate outputs with different values but it doesn't seem to help very much.

I would really appreciate if my mistakes are pointed out or improvements are told, thanks.

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  • $\begingroup$ One of the main problems here is a lack of environment for it to reflect. Try an HDRI background $\endgroup$ Commented Oct 7, 2023 at 19:13

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Duplicate your phone to create the plastic protection object, sculpt it a bit to give it some bumps, give it transparency with the Principled BSDF Transmission value at 1, plug a Noise Texture into the Roughness to create a bit of variation in its glossiness:

enter image description here

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