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3D MaterialsIntermediateKrokodove · Resolve 21

Plastic

Bump-driven glossy surface

Builds a glossy plastic, lacquer, enamel or rubber-like surface from a selected bump channel, a shape remap curve and directional virtual lighting.

This tool belongs to the Krokodove set integrated into DaVinci Resolve 21 and Fusion Studio 21. See the complete Krokodove node list and the comparison with native Fusion tools.
Plastic
DaVinci Resolve · Fusion

Plastic is oriented toward stylized pseudo-relief rather than only a conventional diffuse/specular response. It converts image or channel information into bump detail, smooths and remaps that detail, then shades it with a controllable light direction.

Overview

What Plastic does

Plastic is oriented toward stylized pseudo-relief rather than only a conventional diffuse/specular response. It converts image or channel information into bump detail, smooths and remaps that detail, then shades it with a controllable light direction.

Mental model

Think of Plastic as embossing a texture into a glossy surface: the selected channel becomes height, the Shape curve defines the profile, and the Light controls reveal that relief.

Common uses

Glossy 3D titles and logos
Toy-like or enamel surfaces
Relief from alpha or luminance
Stylized interface plates and emblems

Flow anatomy

Inputs & outputs

The port structure shows how this node fits into a Fusion graph.

Material/Input

Material or texture data applied to the 3D object.

Plastic
Fusion node

Material Output

The processed result from this node.

Inspector

Important parameters

Start with these controls before reaching for more complicated workarounds.

Controls / Bump Channel

Selects the image channel used by this operation.

Bump Channel: Red

Sets Bump Channel to Red.

Bump Channel: Green

Sets Bump Channel to Green.

Bump Channel: Blue

Sets Bump Channel to Blue.

Bump Channel: Alpha

Sets Bump Channel to Alpha.

Bump Channel: Luminance

Sets Bump Channel to Luminance.

Controls / Lock X/Y

Links the X and Y values for the paired controls.

Controls / Blur Size

Sets the amount of blur.

Controls / Low

Sets one boundary of the active range.

Controls / High

Sets one boundary of the active range.

Controls / Color

Sets the color.

Controls / Red

Adjusts the red channel.

Use channel-specific controls when the operation should not affect all components equally.

Controls / Green

Adjusts the green channel.

Use channel-specific controls when the operation should not affect all components equally.

Controls / Blue

Adjusts the blue channel.

Use channel-specific controls when the operation should not affect all components equally.

Controls / Alpha

Adjusts the alpha channel.

Use channel-specific controls when the operation should not affect all components equally.

Controls / Combine

Chooses how the Plastic shading result is combined with the incoming image or material.

Combine: Merge

Sets combine to Merge.

Combine: Add

Sets combine to Add.

Combine: Highlights

Sets combine to Highlights.

Shape / Curve

Remaps the bump profile to make the relief softer, harder, flatter or more pronounced.

Shape / In and Out

Sets the exact input and output values of the selected Plastic-shaping curve point.

Light / Position X

Sets the horizontal position or offset.

Light / Position Y

Sets the vertical position or offset.

Light / Height

Sets the vertical size.

Practical setup

A reliable workflow

  1. 1

    Choose a source with useful alpha or luminance detail.

  2. 2

    Select the most appropriate Bump Channel.

  3. 3

    Blur noisy height detail until the surface reads cleanly.

  4. 4

    Use Low/High and the Shape curve to define the relief.

  5. 5

    Set the surface Color and Combine mode.

  6. 6

    Move the virtual light until the form reads clearly.

Typical node chain
Texture / Alpha
Plastic
3D Object
Renderer3D

Examples

Where this node fits in real work

Embossed logo

Use logo alpha as bump and a soft light to create a lacquered emblem.

Logo AlphaPlasticMerge3DRenderer3D

Procedural surface

FastNoiseTexture supplies the bump pattern for a stylized plastic material.

FastNoiseTexturePlastic3D ObjectRenderer3D

Troubleshooting

Common mistakes

Using a flat channel that contains no useful bump information.
Leaving high-frequency noise unfiltered and getting brittle highlights.
Changing light direction before establishing a readable bump profile.

Production notes

Practical tips

Alpha is often the cleanest bump source for titles and logos.
Use the Shape curve for material character instead of only increasing contrast.
Large soft bump detail usually looks more convincing than noisy micro-detail.

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