Abs Plastic Lego Materials 3.0 (Cycles + Eevee!)
Instructions:
- To import the ABS Plastic Materials into your project, open up Material settings in the Properties window and click 'Import ABS Plastic Materials'.
- Control the amount of subsurface scattering, reflection, fingerprints/dust/scratches, and more for all ABS Plastic materials using the sliders found in the Material > ABS Plastic Materials tab.
- Adjust ABS Plastic Materials from the material properties window (see node documentation below)
- NOTE: The ABS Plastic Material nomenclature is based on the 'Common Names' outlined here from the official LEGO color palette.
Installation:
- You can download ABS Plastic Materials from your account dashboard on the Blender Market, assuming you’ve already purchased it.
- The easiest way to install ABS Plastic Materials is to do so directly from Blender. You can do this by going to Edit > Preferences > Add-ons > Install. This will open a File Browser in Blender, allowing to you navigate to and select the .zip file you downloaded. Press 'Install Addon'.
- If your browser auto-extracted the downloaded .zip file then you will need to re-compress ABS Plastic Materials folder before installing.
- Once installed, Blender should automatically filter the addons list to show only ABS Plastic Materials. You can then enable the add-on by clicking the checkbox on the upper right of the add-on panel.
'ABS Dialectric' Node:
- Diffuse Color – Color of the diffuse material
- Boost Value – Boosts the value of the diffuse color value above (allowing for bright, highly saturated colors)
- Random – Randomness of the ABS Dialectric material color
- Rough 1 – Roughness value for the reflection
- Rough 2 – Additional roughness value for the reflection
- Rough Mix – Amount to mix 'Rough 2' with 'Rough 1'
- Metallic – Mix between dielectric (diffuse and specular with possible transparency) and metallic (fully specular with complex Fresnel).
- Speckle – Strength of speckle effect in material's reflection (controls amount of noise in reflection map)
- Fingerprints – Amount of fingerprints and dust to add to the material (be sure your model is UV unwrapped so these details show up!)
- SSS Color – The color of the Subsurface Scattering effect
- SSS Amount – Strength of the Subsurface Scattering effect
- Vector – The 'Texture Scale' node must be linked to this input for the fingerprints, dust, and other details to show up
'ABS Transparent' Node:
- Color – Color of the transparent material
- Boost Value – Boosts the value of the color value above (allowing for bright, highly saturated colors)
- Random – Randomness of the ABS Transparent material color
- Rough 1 – Roughness value for the reflection
- Rough 2 – Additional roughness value for the reflection
- Rough Mix – Amount to mix 'Rough 2' with 'Rough 1'
- Reflection – Reflectivity of the plastic material
- Fingerprints – Amount of fingerprints and dust to add to the material (be sure your model is UV unwrapped so these details show up!)
- Absorption – Amount of light absorbed by the material (deepens the color)
- Vector – The 'Texture Scale' node must be linked to this input for the fingerprints, dust, and other details to show up
'ABS Bump' Node:
- Noise – Controls amount of noise in displacement map for added surface roughness
- Waves – Controls amount of waviness in displacement map for uneven surfaces
- Scratches – Controls amount of procedural scratches in displacement map
- Fingerprints – Raises fingerprint and dust details from the surface
- Vector – The 'Texture Scale' node must be linked to this input for the node to affect the surface of your object(s)
'ABS Uniform Scale' Node:
- Scale – Scale of the UV map (inversely affects scale of fingerprints, dust, scratches, and other details on your UV-unwrapped objects)
- Vector – A UV map node must be linked to this input for the fingerprints, dust, scratches, and other details to show up
'ABS Translate' Node:
- X/Y/Z – Mapping location of the UV texture, randomized per-object by the 'Object Info' node
- Vector – A UV map node must be linked to this input for the fingerprints, dust, scratches, and other details to show up
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