Graphics Programs Reference
In-Depth Information
The Anisotropy option in the reflection controls lets us stretch the reflec-
tion highlights a given direction, hence the UV vector and local axis op-
tions. This means we can quickly and easily create a fake brushed metal
kind of effect.
With the door material taken care of then, let's go to the Doors Up Close scene view
and then hit the render button on the V-Ray toolbar to see what we have.
Although the metal looks ok, as we move forward with the project, we may decide
that it is a little too bright, or maybe a touch too reflective. Rather than getting into
any serious tweaking at this stage, however, it is generally best to wait until we have
all of the scene materials in place. In this way, we won't waste time fine tuning a
component on a material that will change anyway due to other factors at work in the
scene. Typically, a first pass (as we have here) that gets us most of the way towards
the desired end result can be considered good enough at this point in the process.
Adding chrome to the barriers
Like glass, another extremely common material found in the kind of space we are
working with here would be chrome, or at least something that is chrome like in ap-
pearance. The lightweight barriers that have been set up to deter the public from
touching the wall exhibits in this space are the perfect candidates for such a materi-
al. To create that, let's perform the following steps:
1. Right-click on the Scene Materials header in the editor, and from the Create
Material flyout, choose the V-Ray Material option.
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