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8. In the next slot, create another Arch & Design Shader, and name it "Plastic Lid Top".  In the template drop down choose Glass (Thin Geometry).  Now change the Refraction Transparency to .9, and change the colour from a light blue to pure white.  In the next slot create another Arch & Design Shader and name it "Plastic Lid Side".  Choose the template "Translucent Plastic Film, Opalescent".  Now change the Refraction Transparency and Glossiness to .65.  Set the Refraction Glossy Samples to 16.  Change the IOR to 1.75 and the Translucency Weight to .35 (Fig.10).

Fig. 10

9. Select the Plastic Lid Object.  Go to polygon mode, Ctrl + A, to select them all.  Set the material ID to 1.  Now go to edge mode and select an edge around the outer edge of the plastic lid and one in each of the openings, if you modelled them.  Don't forget to grab an edge in the chamfers of the outer edge as well.  Right click and Convert to Face.  Set the Material ID to 2 (Fig.11).

Fig. 11

10. In the next material slot create a Multi-Sub Obj Material, and set the number of Id's to 2.  Drag Plastic Lid Top into the slot for ID #1, and Plastic Lid Side into ID #2.  Make both Instances.  Apply these to the Plastic Lid Obj (Fig.12).

11. Create another Arch & Design Material and name it "Pins".  Choose the template "Chrome".  Adjust the Diffuse Color to a Light Grey.  Change the Reflection Glossiness to .75 and the Glossy Samples to 16.  Apply this to all the pins (Fig.13 & Fig.14).

Fig. 12
Fig. 13

Fig. 14

12. Ok, last material, and we're going to have some fun with this one.  We need the pinbox to be sitting on something interesting.  How about a nice big slab of rock?  Create one more Arch & Design material and name it "Ground Plane".  Set the Diffuse Roughness to 1.  Set Reflectivity to .5, Glossiness to .35 and check Highlight + FG Only.  Apply this to the Ground Plane.  In the Special Purpose maps, go to the Displacement slot and create a Noise Map.  Set the displacement amount to .75.  Now you will need to move the ground Plane down the same amount that you will be displacing it.  Move it Z -.75.  Displacement in Mental Ray is dependent upon the geometry. You need a regular grid of polygons to get good results.  Since my plane would up being 400x500, I set the segments to 40 and 50.  Change the Noise type to Fractal and the Levels to 5.  Adjust the Noise Size to 10 and the High and Low Threshold to .75, and .35 (Fig.15 & Fig.16).

Fig. 15
Fig. 16

13. Next we are going to create the Diffuse Texture for the Ground Plane.  Open "RockMossy0021.jpg".  This image was downloaded from, a great resource for high res textures of just about anything.  Let's get rid of the purply-red though. Go to Image > Adjustments > Hue/Saturation.  First Switch from Master to Reds and adjust to a green colour.  Now Switch to Yellows and do the same (Fig.17).

14. Use Filter > Offset to wrap the image.  Now use the clone stamp to get rid of the seams and make your texture tileable.  Save this as "RockMossy0021_Tiled.jpg" (Fig.18).

Fig. 17
Fig. 18

15. Desaturate the image and play with your Brightness/Contrast settings to get something like this (Fig.19).  Save as" RockMossy0021_Bump.jpg".

Fig. 19

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