Stange reflection in glossy surfaces

Hi, I’m very new to blender and just tried out different materials of blenderkit.

I created a very simple scene that contains a floor, a light source, a camera and an upright standing panel (see pic).
The white material I applied to the middle of the panel is called “rough plastic”.
As you can see, there are some circular reflections in the panel (they move when I change my view angle) that don’t seem to make any sense to me. There is nothing in the scene that it could represent. What is this reflection supposed to be? And how can I get rid of it?

Hi,

Can you please show me your Principled BSDF shader settings?

Seems to me, that you have added some unnecessary nodes to your roughness material

Look at the priview of your roughness material
image

It has some waves in it. That is to say, you have probably added some wrong nodes to it.

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Er… this stuff?
I really just assigned the material from blenderkit, I didn’t change anything (I think :slight_smile: )

Yeah, it is wrong I might say

Let me get it clear: you want to make something like a glass material?

so based on the material preview, the material you have applied has a bump mapped to the ‘normal’ node to create the ridges in the material:

Untitled

what you see on your panel is one of those ridges, the reason why it is so big, is because you probably haven’t ‘applied scale’ or the material just has the ridge scaled down a lot to make it look so big. if you apply Scale or increase the scale numbers of whatever node is driving the texture (probably a voranoi or musgrave node - if it’s procedurally generated) then the ridges will become smaller, but may still appear on the panel, so you can either change to a different material, or figure out what node is driving the ridges & disconnect it (alternatively you can just disconnect the node plugged into your ‘normal’ node on the BSDF shader, but then you’ll lose all normal data including the ridge.

Hope that helps mate!

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If you turn put the bump value to 0 it should disappear, otherwise press TAB on the green node & take a deep dive into the node groups to figure it out :slight_smile:

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Oh wow… many things I’ll have to learn. I didn’t even know you can tab into the green node… So I’ll try the deep dive then, thank you very much for your replies!

The material btw was not supposed to be glassy.

Oh, sorry, If you meant a glossy one then I could recommend you to watch this video:

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it’s glassy / glossy … or ‘reflective’ because your ‘roughness’ value is set to -3, if you turn it up to 1+ it will be fully rough

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Okay, by try and error, I found the node that was responsible for the reflection and just deleted it (and also set the roughness to +1). Thank you very much again!

No problem, also you can just press M to mute nodes, that way you’re not breaking the node group :slight_smile:

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