Question: I’d like to know how to emboss or deboss a more complex logo/mesh into another flat surface/mesh as shown in the example:

[![enter image description here](https://i.stack.imgur.com/1A6hI.gif)](https://i.stack.imgur.com/1A6hI.gif)

What I have got so far is: transforming a logo into an \*.svg from Illustrator and importing it into Blender. Now that I try to convert it to a mesh it becomes quite messy and complex and I don’t know how to emboss or deboss it into another mesh.

I tried it with the Displacement modifier, however you need to really subdivide the mesh a lot of times to get an suitable result. Is there a more elegant solution?

Answer: 
Here's a quick guide for doing it with microdisplacement. Note this won't work for you if you actually need a good mesh, but it'll give a result similar to your reference image.

1) Enable Blender's experimental feature set:

[![enter image description here](https://i.stack.imgur.com/93Fzy.png)](https://i.stack.imgur.com/93Fzy.png)

2) Add a new Cycles materal, and set its displacement method to True:

[![enter image description here](https://i.stack.imgur.com/ceWvR.png)](https://i.stack.imgur.com/ceWvR.png)

3) Add a subsurf modifier; select Simple, and enable adaptive rendering:

[![enter image description here](https://i.stack.imgur.com/rhNYX.png)](https://i.stack.imgur.com/rhNYX.png)

4) From edit mode, select all vertices and unwrap the plane (`U`):

[![enter image description here](https://i.stack.imgur.com/F3LGn.png)](https://i.stack.imgur.com/F3LGn.png)

5) In an image editor, threshold your logo and blur it a bit:

[![enter image description here](https://i.stack.imgur.com/x7wGdm.png)](https://i.stack.imgur.com/x7wGdm.png)

6) Add the image texture to the displacement at your material output node:

[![enter image description here](https://i.stack.imgur.com/5ttd2.png)](https://i.stack.imgur.com/5ttd2.png)

The result should look something like this:

[![enter image description here](https://i.stack.imgur.com/b99c7.png)](https://i.stack.imgur.com/b99c7.png)
You could do this with two separate objects:

1. import your logo as svg, which will be a 2D curve in blender; add a bit of "bevel depth" and/or "extrude" in the *geometry* panel of the *data* tab.
2. add a plane mesh positioned just under you logo

Since they're two separate objects, you'll need to explicitly align their texture coordinates by using the "object" socket from a *Texture Coordinates* node.

[![enter image description here](https://i.stack.imgur.com/GKfV9.png)](https://i.stack.imgur.com/GKfV9.png)