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Blender Procedural Scratched Plastic ⛏️

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Blender Procedural Scratched Plastic ⛏️

$1+

🌟 Product Overview


This product contains a Blender material for procedurally generating scratched plastic as an object’s material.

The shader nodes consist of multiple “scratch layers” that generate different texture patterns along the surface of the geometry — from curved lines to straight lines to a more complex spoke-patterned line.

This generates a bump map that’s then fed to another shader for lighting and coloring the surface.

Furthermore, this latter shader features logic for dynamically using a Geometry’s Pointiness value in Cycles, and falling back to Ambient Occlusion in EEVEE.

And of course, since the material is comprised from groups of shader nodes, it’s seamless to configure, customize, duplicate, and extend according to your needs 💪


Key Features

  • Extensively customizable controls for the material’s aesthetic characteristics ⚙️
  • Clean, well-architected node trees — crafted with care for logical coherence and extensibility ✨
  • A starter set of demo objects showcasing various ways to use the material 🎭


📦 Contents

  • A Blender file containing:
    • The aforementioned procedural material.
    • A usage demo — showcasing a the material and nodes being applied to several different objects.
    • A “studio” setup with lighting, multiple cameras, and multiple backdrop surfaces to experiment with.
    • An environment-lighting setup with multiple “World” configurations to experiment with.
    • A Compositor setup with utility node groups for experimenting with different background compositions, glare effects, recoloring effects, and more.
  • A collection of images showcasing final renders from the demo.

🧩 Compatibility Notes

  • Built with Blender 4.
  • Configured for both the Cycles and EEVEE rendering engines.
    • Cycles will be needed to a Geometry’s Pointiness value for coloring.
  • Should be compatible with previous versions of Blender.

📝 Usage Tips

  • The root shader node is configured to accept any base coordinate vector, but I’d recommend using the Object coordinates in most cases.
  • A few different base color combinations have been included for you to experiment with. These are contained within their own node group, and have been included in the top level of the node tree for visibility.
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I want this!

You’ll get the .blend file containing the shader nodes and a demo scene with several objects showcasing their use.

Size
13.6 MB
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