Graphics Programs Reference
In-Depth Information
We will use a dark color for the windows, a shade that's not transparent, since
we haven't modeled the car's interior. We use a strong specularity to enforce the
relecive inish; a small touch of imperfecion is added to the material by lowering
the gloss amount seing from 1 , which causes the relecion to become slightly
blurred. Adding subtle imperfecions to computer generated images is important,
since real-world objects are subject to many kinds of imperfecions, be it their
surface, shape, and so on.
3.
The third material slot must hold a new material named rimMetal ; this material
will be used only for the rims of the wheels. Here are the seings for it:
F Diffuse color: 0.84 Red, 0.84 Green, 0.84 Blue
F Specular panel:
Intensity: 0.8
Hardness: 10
F Mirror panel: Enabled
Relecivity: 0.3
Fresnel: 1.4
Gloss amount: 0.9
This material has a common setup with a strong specularity and low hardness to
let the specular relecion (not to be confused with the Mirror Reflection) ) be wide
and also adds a moderately strong relecivity. To give some visual richness to the
material, we set the gloss amount to a low value, which will blur the relecion on
the surface.
4.
The fourth material slot must hold a new material, and we must set its name as
lights . It will be used for creaing simple headlights and brake lights for our car.
The seings for this material are as follows:
F Diffuse color: 0.84 Red, 0.90 Green, 1.0 Blue
F Specular panel:
Intensity: 1.0
Hardness: 20
F Mirror panel: enabled
Relecivity: 0.5
 
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