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title: "Add Stickers to Materials"
canonical: "https://documentation.chaos.com/space/VBLD/117639149/Add%20Stickers%20to%20Materials"
format: markdown
---
This tutorial shows how to make stickers using the V-Ray Blend Mtl. Overview The V-Ray Blend material can be used to simulate stickers. In this tutorial, we will be blending a V-Ray Car Paint 2 material, which mimics the metallic paint on a high-quality toy car with a plain black V-Ray material that will shade the stickers. The stickers themselves will be shaped using a black and white V-Ray Bitmap, which will serve as a mask. When using this workflow in other scenes, it is important to create or find appropriate textures, that apply the stickers in the right places of your geometry. The texture (and any UVW nodes you might connect to it) determines the shape and placement of the sticker, the coat material only shades them. Steps 1 Initial Setup To start, select the body of the toy car. Then, set the Editor below the viewport to the  V-Ray Node Editor . Switch to the  Shader  Node Tree. You can now see the default V-Ray Mtl that is assigned. You can view any material's properties either in the  Node  menu on the right side of the Editor, or in the  Material Properties  panel. 2 Create V-Ray Blend Mtl Delete the default V-Ray Mtl.  Create a V-Ray Blend Mtl from the  Add  menu. You can find it either in the editor  toolbar  >  Material  >  V-Ray Car Paint 2 Mtl , or you can bring it up within the editor using the  Shift + A  shortcut. Then, Connect the  BRDF  output of the Blend Mtl to the  Material  socket of the Material Output node.  3 Set Up Base Material Create a Car Paint 2 Mtl node. It is also found in the  Add  menu. Then, connect it to the  Base Material  slot of the Blend Mtl. Your setup should look like the one in the screenshot. Shader Node Editor Car Paint Base Material setup Set the following properties for the Car Paint 2 Mtl: Base Color  = HSV (0.4486, 0.128177, 0.381326)  Flake Color  = HSV (0.585811, 0.441787, 0.879623) Flake Orientation  = 0.250. Increasing this value rotates the flakes randomly, deviating further from the surface normal. This makes them reflect more light. Flake Glossiness  = 0.800 Flake Density  = 7.000. The default value of 0.5 produces barely any flakes. To be able to see them clearly in the render, it's best to use a higher value for this property. Flake Size  = 0.250. We are working with a smaller geometry and don't want to overwhelm it with flakes. Click on the image to view it in full resolution 4 Create Coat Material Create a V-Ray Mtl from the  Add  menu. It will serve as the coat material. Connect its BRDF output to the Coat Material 1 socket of the Blend Mtl. Set the V-Ray Mtl's  Diffuse Color  to: HSV ( 0.0,   0.0, 0.490942 ). Set the  Reflection Color  to fully white: HSV ( 0.0, 0.0, 1.0 ). Set the reflection's  Glossiness  parameter to 0.9, so that the reflections are not perfectly sharp. Click on the image to view it in full resolution 5 Add Blend Texture Now that we have both materials, let's add the sticker mask.  Create a V-Ray Bitmap node from the  Add  menu >  Textures  >  V-Ray Bitmap .  Click on the  Open  button. In the popup window, locate the  Assets  folder that comes with the scene. Inside, select the  Car_Blend.png  image and click  Open Image . We won't adjust the Bitmap settings much, only set the  Filter Blur  to 0.1. This disables filtering, minimizing optimization and increasing texture details. This increases render time slightly. Connect the V-Ray BItmap's  Color  output to the  Blend Amount 1  socket of the V-Ray Blend Mtl. 6 Final Render Those are all the needed settings! You can now start a production render to see the final result. The render settings are preset; you can view them in the  Render Properties  tab. The Image Sampler is one of the most crucial factors for the noise and quality of any render, so if anything, check its settings. They are found in the  Sampler  rollout. Here are the before and after versions of the toy car.  Before After