Fig.
14:
reference
paste the reference image in your painting
software
Fig.
15:
painting masks...mask1.png
easy, it's only black and white
Fig.
16:
mask2.png
another mask...
Maximize
the UVW editing window and press Print
scr (Stamp on italian keyboards)
to get a screenshot of the monitor in memory.
Open your software of choice for tecture creation
(Fireworks in my case) and create a new image
with a resolution of 2000x2000 pixels and
a white background. Press Ctrl + V
to paste the screenshot in the newly created
image, cut away the parts outside the blue
square area and rescale the image to fit the
2000x2000 background (Fig.
14). Using this pasted screenshot as
a reference we can start painting the masks
for our blend material. The first mask will
define areas where the white paint is showing.
Black areas of the mask will show the white
paint (Fig. 15,
note the background reference image shown
in semi-transparency on the bottom layer).
Save the mask as mask1.png (or
any other 3ds mnax compatible and not destructive
image type as TIFF, BMP...).
Lets
go back in 3ds max and create 3 standard materials,
naming them white paint, black
paint and red paint, changing
only the diffuse color to the respective color.
We will later change this materials to proper
reflective paint materials, but now we just
need fast rendering test materials.
Create a new Blend material and
name it bonnet.
Fig.
17:
mask3.png
the rising sun!
Fig.
18:
mask4.png
the black/red gradient on the bonnet.
Put
mask1.png in the Mask
slot. The material in the first slot (Material
1) will show up in the black areas of
the mask, while Material 2 will
show up in white areas. This is pretty simple,
but the material tree can get quite complex
so keep this principle in mind if you start
getting confused. Create a new blend
material in each one of the 2 slots. Name
white the first material and black
the second (i couldnt find a better
naming, just name things so you can understand
at a glance where you are in the material
tree).
In the newly cretaed blend material (Material
1 of the root blend material), which
will show in the black areas of mask1.png,
we will need white paint areas (sponsors),
black paint areas (number 22) and red paint
areas as well (the rising sun in the japanese
flag), so we need a new mask (Fig.
16) (mask2.png). Put it in the Mask
slot. Drag an instance of the white paint
in Material 2 slot: thus the white
paint will show in areas defined by black
areas in mask1.png and white areas
of mask2.png. Create a new Blen
material in Material 1 slot (i
named it red and black). If you
are getting confused help yourself opening
the Material / Map navigator by
clicking on the relative button in the material
editor.
In the newly cretaed Blend material, put mask3.png
(Fig. 17) in
the Mask slot. Drag an instance
of red piant in Material
1 slot and an instance of black
paint in Material 2 slot.
Go back to the root Blend material and click
on Material 2 slot (black).
Put a new mask in the Mask slot
(Fig. 18, mask4.png).
Drag an instance of Red paint
in Material 1 slot and an instance
of black paint in Material
2 slot.
Thats it: the principle behind this
material, as said, is quite simple, so if
you are getting confused feel free to do some
experimentation to understand how all this
masks and blend materials work together.
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Section
5: Creating the shaders
Fig.
19:
a test render
check the masks...
Fig.
20:
paint is finished :) check the paints
and tweak if necessary.
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 whats
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 blurs 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.
20.