First
of all I want to excuse my poor english,
because it's very hard for me to find
the right words to explain something.
;)
Before
we Start:
The
first thing to do is to create a simple
scene to make our test.
We
create a plane (50*50) and a torus
sitting on it.
Plane:we assign
a dafault Lambert material.
Torus: we assign a temporary
Phong material.
Now
just delete the Infinit Light and
creat a spot light pointing at the
Torus:
The last thing to do is to create
an Image Based Lighting Pass, so we
can have good reflexions. Choose an
HDRI file with interresting contrast.
I render region option, put ON the
Final Gathering and the Preview
Final Gathering. Let the other
option be default.
Material:
Let's
focus on the material now. Just open
RenderTree (shortcut "7")
and select the Torus.
Select : Nodes/Mixers/Mix 2 colors.
Do like shown on the picture below.
We're
gonna rename Phong4 to Reflection_M.
This node will bring the specular
and the reflection to our material.
Reflection_M:
Diffuse color: 0,0,0
Ambiant: 0,0,0
Specular: decay: 5 (this figure because
we want to have a wide specular)
Now
we connect a Mix_2colors to the specular
and then connect 2 Phong nodes, one
for each color. See the picture. That
will give us a strong and small specular
(600) and a wide and soft (18,436).
Now
connect an Incidence node to reflectivity
and set to
Surface/Camera
Bias : 0,62
Gain: 0,285
Put
an Intensity node between the Incidence
and Reflectivity entry like that.
The
Incidence node give us the gradient
to drive reflectivity.
The first part of the Material is
done, Ouf!!! ;)
Now
we're gonna work on the color car.
So we connect a Blinn Node to the
the base color of the first Mix_2colors.
In
the RenderTree, go to Nodes/Mixers
and select Gradient.
Why choosing this one and not the
one in texture, because we don't want
to drive it with a projection. The
one we choose will be drived by an
incidence node, more intersting for
us now.
Make a gradient color like in the
picture, darker to lighter color.
This color will give general color
of your car. Don't forget that you
must be in the same spectral color.
Exemple:
Color 1: 0,067 0,000 0,000
Color 2: 0,071 0,000 0,000
Color 3: 0,631 0,115 0,000
Don't forget to switch to linear too.
And
then put an Incidence node to the
input of the Gradient node.
Set it like in the picture.
Now something is missing, the metallic
effect. We're gonna do it by using
a 3d_fractale that we connect to the
weignt of a Mix_2color new node. Just
do like in the picture. Don't forget
the Vector_State that drive our fractal.
To achive the metallic effect, we
must tweak the Blinn's specular till
you get the effect you want.
For those who don't want to wait,
there's a preset to download at this
adress http://www.xsibase.com/tools/shaders.php?detail=951
Hope
this tutorial helps, and just excuse
my poor english ;)