Graphics Programs Reference
In-Depth Information
Shading
Ater all the detailed work on the mesh, we now have the model ready. Now it's ime to assign
it some nice shaders. We will be working in a few different materials, so this part will become a
bit longer, though the results are worth it. One of the materials will be created using the nodal
system for shaders that Blender has, which will let us learn some basic ideas of working with
this method of creaing materials, which allows you to create very complex setups.
Engage Thrusters
1. Let's switch to Object Mode and add five empty material slots for our car. Select the
first slot, add a new material and name it tire . This material will be used for the
ires and for the frames of the doors; the seings for the material are as follows:
F Diffuse color: 0.029 Red, 0.029 Green, 0.029 Blue
F Specular panel:
Intensity: 0.036
Hardness: 8
F Ambient: 0.0 (Shading panel)
This material is quite simple, but it provides a believable inish for the ires. The
key for this material is in seing the specularity with low values. It gives a sot
specularity that is quite appropriate for this kind of a 'plasic' material.
2.
Next, select the second material slot, add a new material, and name it glass .
This material will be used for the glass of the windshield, the windows,
and the rear window. The seings are as follows:
F Diffuse color: 0.012 Red, 0.012 Green, 0.012 Blue
F Specular panel:
Intensity: 0.8
Hardness: 20
F Mirror panel: Enabled
Relecivity: 0.1
Fresnel: 2.0
Gloss amount: 0.93
 
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