The task/challenge is creating a semi-transparent logo. Easy enough but I wanted the reflections to pass over the logo. Maybe it’s possible with a decal if I set it slightly inside the object using a host object for the decal - and having a fully-transparent material set to that host object. I wouldn’t be able to use the glass itself as the host object because the decal inherits the host object’s material’s transparency. Here I’ve gone a slightly different route: just created materials for both the “decal” and the glass itself. I get the glass material just like I wanted (cheated this one’s material just to exaggerate reflections).
I’ve got a few different levels of transparency and the metal border is fully opaque, and colored.
The whole point was to try and get the logo as shiny as the glass and get the alpha transparency working.
Had help of course (thank-you!!).
Main difference is that I use that sub-object. I found I had to or else I couldn’t get the texture mapping just right. And to separate the material properties (although that might not be necessary but it only takes a second). Basically, I can fiddle with my logo’s settings separately which means more overall flexibility.
Here’s the material settings:
Cheatin’ a bit with some settings but when I’m full-throttle in Ray-Traced mode I just want to get something okay looking and get out.
Now I just need to figure out bubbles. And maybe foam haha!





