Graphics Programs Reference
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At this point, we need to see the screenshot for the remaining part of the setup:
17. With the Reflect material node in place, we need to add a new Mix node and
connect the Screen node to the Color1 input, and the Reflect node into the
Color2 input.
18. Finally, we just need to create one more material node. Create a new
material and name it WideSpec . This node must have enabled only the
Specular channel and its seings are as follows:
F Specular panel:
Color: 0.65 Red, 0.77 Green, 0.87 Blue
Shader type: Blinn
Intensity: 1.0
Hardness: 8
IOR: 10.0
This material uses the specular properies to create a nice, sot, blueish specular
highlight.
19. To finish the carPaint material, we just need to add a new Mix node, set its mode
to Add and connect the previous mix node into the Color1 input and the WideSpec
material node into the Color2 input. From the Add node, we just need to connect
the output directly into the Output node, and we are done with this setup.
 
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