2: Texturing and lighting the Nissan R390 GT in 3ds max 5
>> Section 5: Creating the shaders
Having assigned the “bonnet” material to our
bonnet model, fire up a test render which should output something
similar to Fig. 19. If the result
is the same, we can go on in defining proper paint shaders.
The paint shader are quite simple: i will descrive how to
build “red paint”, the other 2 paint (white and
black) are similar, the main difference being the “diffuse”
slot: you can also tweak the various parameters to get particolar
effects on the different paints.
So, click on “red paint” in the material editor,
and by clicking on the material type button (now “standard”)
switch to a “Raytrace” material. All your instances
in the “bonnet” material will automatically update
and reflect the changes you are making. Click on the small
“Diffuse” square button and select “Falloff
Map” from the list that pops up. Set the Falloff Map
type to “Fresnel” and set the “Front”
color to 107.0.0 (RGB values) and the “Side” color
to 170.114.114. This will make the paint appear a little brighter
on the surfaces pointing away from the camera, and quite darker
n the surfaces facing the camera.
Put anothe “Fallof Map” (Fresnel type) in the
“Reflect” slot, and set the front value to 30.30.30
and the side value to 175.175.175: this way we will have stronger
reflections on the surfaces pointing away from the camera,
and lighter reflections on surfaces facing it, simulating
what’s actually happening on real car paints.
Go back to the root of the rayrace material and set the color
of Specular Highlights to 255.255.255, the level value to
90 and the Glossiness value to 90: this way we weill get strong
and small highlights. An interesting experiment you can do
is to use the “highlight only” blur’s plugin
in cooperation with a “shellac” material: put
the red paint in one slot of the shellac and the “highligth
only” in the other slot: this way you can set up 2 different
highlights, simulating the typical car paint “coating”.
Create the white and black paint shaders in a similar way
and do another test, getting results similar to Fig.