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.
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
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
Nah, there’s nothing wrong or bad or cheating here 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
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?