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Carpaints in 3D scenes are a
science of their own. Many users ask us again and again for
our material settings. Our answer is every time the same: It
doesnt exist a universal usable paint material for real
looking carpaints. The phenotype of a carpaint always depends
on several factors and is an interplay of material, light,
shade, environment and camera perspective. For example the
lights and environment of the 3D vehicle have a great
influence on the effect. Reflections and highlights appear,
depending on the placing and way of the light sources,
completely different in every scene. What looked perfect in
this scene may be completely unacceptable in the next one. So
its necessary to try several settings.
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Material Setting
Lets have an overview about the parameters we set in our
Renault-Clio Scene.
Making a new material
First we make
a new material. Start with FILE>NEW MATERIAL at the material
manager menue. A doubleclick on the new material opens the
material editor. Then rename the material in "carpaint"
Color
Activate COLOR
and set the BRIGHTNESS to 0%. To get the sloping transition
between the yellow front and the blue back we need a yellow
texture. For that we create in a picture publishing software
(f.e. Photoshop, Corel Photo Paint etc.)
a dark yellow texture in 1024x768 px size and save it as a
.tif or .jpg. Then upload the finished texture in the
TEXTURE-channel (see screenshot "gelb.tif).
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Reflection
Next we need a reflection of the carpaint. We
enable REFLECTION and scale the brightness to 23%. Keep all
other parameters unchanged.
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Specular
By adding a specular we get the final carpaint
effect. Change the mode to METAL. Put the width to 76%, the
height to 100%, the falloff to 3% and the inner width to 0%. |
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Specular
Color
To finish we enable the SPECULAR COLOR,
select a white color and set the brightness to 88%. |
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Mapping
The carpaint material is
ready now.
Assign this to the bodywork of your 3d model
(red arrow).
To get the sloping transition
between the yellow front and the blue backend
we change the mapping method to FLAT. After that we select the
icon "TEXTURE AXIS" in the left menue and change the angle of
the X-axis to 180° and the Z-axis to -52,3°.
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With or
without HDRI?
Perhaps you're are missing a HDRI-effect or a 360° image. Our
Renault is shown in a white environment. It always comes along
with a
strange appearance when a HDRI (also with a strong blur effect) simulates
an environment (buildings, windows, trees etc.) that doesnt
exist in the scene.
The trick with the environment
Nevertheless you can get beautiful highlights on the screens
and the carpaint with a small trick: Put a plate over the
vehicle. For that create a new material, activate the LUMINANCE channel
and assign it to the plate. The specific setting of the
luminance brightness depends on your scene
illumination. In case of using radiosity a lower brightness is
required then without using radiosity. In our Scene we used a
brightness of 120% without radiosity. To make the plate
unvisible in the render its necessary to assign a rendertag.
Make the following setting in the rendertag: "SEEN BY RAYS"
and "SEEN BY GI". Disable all other rendertag settings. With
changing the size, position and inclination you can simulate
different highlights. More plates are also possible.
Here it is also valid to try several positions and settings of
the plate.
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To conclude.....
All off the mentioned
settings were used for our Renault Clio render, but may be in your scene its necessary to
make some adjustments (depending on the Light sources,
environment and camera perspective) to get the same result :)
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