White plastic material with a painted symbol on it?

Hello and thanks for your time,
I’m trying to make a low gloss white opaque plastic material, but with a painted logo on the mapped on the plastic material that also adopts the material properties of the plastic.
Whenever I inserted the colored file of the logo into the reflection slot and diffuse slot I get a hard, reflected material, almost like white silver but that’s not what I want.
What I have I left undone?? Can you refer to a better plastic material with a mapped file on it?
K

You just need to make the glossy value of your material low - this should affect the highlie.

I’m not sure if I understand you correctly. But I would work with a blend material and mix two plastics with the same properties but with different colors with the help of a mask. See example and .zip for the .mat file.


BlendPlastic.zip (445 KB)

That or use the map as the diffuse colour. Set the reflection colour to almost white, IOR to 1.5, and lower to glossiness to where you want it. Make sure Fresnel is checked.

So you’re using the same bitmap for both the diffuse AND the reflection?

Take it out of the reflection slot and just use a solid colour for reflection, perhaps a mid grey or almost white (NOT 100% white though)
Basically, white in the reflection slot = 100% reflective (like a mirror), while black = 0% reflective.
What’s happening currently is the white part of your bitmap in the reflection slot, is saying “I’m really a super reflective area, like a mirror” and the dark logo part is saying “I’m not very a reflective area”. So the white areas are coming out like a silver mirror. They’re reflecting everything 100%.

Also lower your “reflection glossiness” to something like 0.7 for a blurry plastic, or 0.95 for a more shiny plastic.
The default glossines of 1.0 is for super sharp reflections, like a silver mirror.

And yes make sure “Use Fresnel reflections” is checked (on by default in V-ray 3)

thanks, that makes sense. I’ll keep at it to try and get the results I want…:slight_smile: