Disc Golf Material

Hello all,

I am needing to make this disc below:

I have made the disc, and the shader to add the stamp on it. But I am failing to match the exact color, transparency, translucency, etc. Below is my attempt at it.

Uploading: Top View.png…

My material works enough for realism, but fails to match the target.

All advice welcome.

Just so everyone is aware, this is an trial to see whether I will be hired to work for a company (nameless).

can you show the real model and your model 3D

and show some nodes set up

then may be we can help

thanks
happy bl

This is the node group and render:

The picture on my first message is the model I am trying to match. Below is my attempt to match:

looks like the rounded edge has a different darker blue !

happy bl

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Change your color transform to Standard instead of Filmic

something like that may be with PBR

i do have an HDRI map on this
so depends on HDRI image too

happy bl

This is my most recent attempt. I don’t think I will take or get the job if that effects anyone’s desire to help.

This is the real disc for reference.

I can post the node group on Monday.

you can also on real model some strong light part
so not certain how this can be done

did you use 2 colors or only one ?

the color brightness might be cause of strong external light
or using some emission color node !

center font could be done using some nodes with gradient
or 2 materials !

happy bl

I used the same shader for the middle part, with more transparency.

This is my latest attempt.

That is Standard, with Medium contrast.

What strikingly needs to be changed?

Standard helped a lot, it’s looking really good. I think you can go even higher on the contrast, I’d try Medium High. Can you darken the outer ring at all? Your reference image has darker plastic, although you’re for sure getting there :slight_smile:

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I have also completely changed the lighting and material which did help.

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This is the node group for the center

This is the roughness and bump node

This is the BSDF and volume node group

The noisy volume is just a principal volume with a noise texture and map range.

This is the node group for the edge.

As you can see, the difference between the edge and the center shader is the fresnel and transparent node. The volume density is also higher on the edge. That is the shader

There is a plane underneath the disc to bounce light.

And there is a area light set to circle and scaled to fit in the middle to light up the center more. In case you haven’t see a disc golf disc, they have a hollow like this

(this is a render that the client sent as an example)

Is it wrong or bad to use two shaders, as it is one material in real life. Also is the light under a cheat. Is there a way to light it so it doesn’t need that?

My main problem now is the surface, definitely not the only one though :). They aren’t feeling like the right type of plastic/rubber. It doesn’t look as sticky.

Also the real disc has quity a bit of variation in the volume.

Sorry for the long message but I just want to put it all in one place

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Nah, there’s nothing wrong or bad or cheating here :slight_smile: the goal is to get something that looks good, how you get there doesn’t matter. A lot of new 3D users get obsessed with realistic physical properties, they map IOR to multiple digits and light their scene with the exact amount of lumens from a real studio… and the end result looks bad, and they end up making artistic compromises. Turns out that reality is, actually, pretty uninteresting to look at 99% of the time :sweat_smile:

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this is a complicated way of doing it
with volume and transp

but it looks very good

only thing missing is the sharp reflection on original image
but that one might be very difficult to do !

would you mind sharing a sample file for this with all nodes

can learn a lot from this using volume nodes and tranps

thanks
happy bl

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Disc render setup.zip (2.2 MB)

Here is the setup. Had to compress to be able to send here.

Try adapting this material I made a while back - might work.

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I am not getting half as much transparency as your set up with the same setup. What blender version are you using? what should my light paths be set to?

No idea - it’s from 2014, so quite an old version of blender. Maybe it doesn’t work any more.