How to reproduce a smartphone cover material with some specific reflection patterns

2018-10-18 12:18:08

I am working on a smartphone render, on Blender 2.79 with Cycles, using mainly the new Principled shader. Everything is working perfectly, I am not new to 3D nor Blender, but there's a very specific surface that has proven difficult.

The back cover of the phone is made of some sort of glass (tempered glass) on top of a plastic surface (as I have come to guess, I might be wrong); and the mix gives a very particular kind of reflections.

I have managed to get close by combining Anisotropy and Clearcoat, but the result is still not satisfying. I'm even thinking about working without the Anisotropic reflections at all.

Here's a link to some pics of the real phone and some screens of what I have done so far.

I hope someone can help me with this.

Thank you

It looks like you need to add some "waves" to the direction of your reflections.

So probably you should intervene on the Normals of your model or, more easily, your shader. Actually, since it's the Anisotro

  • It looks like you need to add some "waves" to the direction of your reflections.

    So probably you should intervene on the Normals of your model or, more easily, your shader. Actually, since it's the Anisotropic reflections we need to tweak, then the Tangent socket is more adequate (it will basically only affect the anisotropy).

    This is an unorthodox use of the Normal Map node but it helps somehow:

    Note: my box is already a bit wawy before playing with the normals, because it has some non planar geometry near the middle due to poor topology used for a hole: this already helps on its own:

    Probably there's something better than just a random noise applied to the Tangents, but I think that's the socket you should focus on to do the trick.

    (add your own hdri)

    2018-10-18 13:11:26
  • You need to make AO map for that kind of reflection

    2018-10-18 14:16:24