Graphics Programs Reference
In-Depth Information
This material is quite basic; it has a strong specular relecion and also a strong
relecivity (mirror relecion); the difuse color is set to give it a sot bluish int. A
reined shader for the headlights will require much more work than just seing
these basic parameters, but that task is not within the scope of this project.
5. Now for the final material slot, let's add a new material and name it carPaint . This
material just requires us to press the buton located to the right-hand side of the X
used to unlink this material from the slot (the buton to click is the one with the two
small windows connected by a curve).
6. Ater clicking on that buton, let's switch to the Compositing screen and select the
"Material nodes" opion from the header of the Node Editor . The Node Editor must
now have a simple setup consising of a material node and an output node. To have
our path clear before creaing the actual nodes setup, let's take a look at what the
enire setup looks like:
For this node setup, we will be creaing six individual material nodes and seing
their properies on the Properties Editor , just as for any other normal material.
However, their names can't be changed in the Properties Editor . You can do that by
using the Properties sidebar in the Node Editor ( N key). Take into account that the
material nodes have a name for both the node and the material itself, so make sure
to name them the same to avoid any mistake.
 
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