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I'd like to create a semi transparent plastic cycles material to match the material from this reference:

enter image description here

enter image description here
My current node setup

enter image description here
First rendering

Any suggestion or help on that topic, what's missing and what I should add to get that plastic material look is appreciated. Thanks.

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    $\begingroup$ try adding thickness to your object and blending in either SSS or translucency $\endgroup$ – Sazerac Aug 21 '17 at 6:47
  • $\begingroup$ @Sazerac i added the thickness but its not working perfect as i need with the reference image $\endgroup$ – atek Aug 21 '17 at 7:23
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    $\begingroup$ Related, possible duplicate: blender.stackexchange.com/questions/74686/… $\endgroup$ – Mentalist Aug 21 '17 at 11:25
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    $\begingroup$ @atek I don't have the material already made. And I'm not going to do your work for you, because I'm plenty busy with my own projects. If you take initiative and use the screen shot as your guide, and you will learn what you want to know. $\endgroup$ – Mentalist Aug 22 '17 at 23:31
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    $\begingroup$ @atek The small Geometry node you see is actually a regular Geometry node, but its other options have been hidden. If you select a node and press Ctrl H all sockets except the connected ones will be hidden. Pressing Ctrl H again switches it back to showing all sockets. Good luck! :-) $\endgroup$ – Mentalist Aug 23 '17 at 21:08
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There are elements of Refraction, Glossy, and Subsurface scattering in there so how about something like this :

material

This produces the following :

result

Vary the Mix factors, roughness and Subsurface scale to get the desired effect. Don't forget to have something in the scene to reflect/refract - eg, world environment texture and/or patterned surface, and suitable lighting, etc. Also, bevel any edges and ensure to add thickness.

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  • $\begingroup$ will not getting that reference image effect and looks dark $\endgroup$ – atek Aug 22 '17 at 12:13
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Well, I would do it like this (I know it's not the best you can get, but...well): Material and result

Maybe someone will give you some better suggestions... Surely you can change the Factor of the Mix Shader, where I used 0.25, or leave it out.

Hope, I could help you (and sorry for my probably bad english)

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  • $\begingroup$ Thanks for replying well its not that perfect what i need with the reference image $\endgroup$ – atek Aug 21 '17 at 7:23

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