Now that we have the color working is time to add the reflection to the mix, here on the BASECOAT we have a really glossy reflection that can add a little bit of noise on some render systems, as I am using Redshift this is a non existing problem for here. The result now should look like this without the reflections, As you can see we have a subtle rim color that is a little bit brighter, that is because we added the MAIN_COLOR to the mix, and this will help the reflection on the border to emulate better the reference. And a sampler info to map the camera angles to follow the configuration of the reference, the node network should look like this. As they work on with a darker value near the 90 degrees and a higher value near the 0 degrees.įor that we need to start creating a new BaseCoat material and a ramp map (Fall off map if 3dsmax), this one is going to help us to define the colors of the gradient. To generate this effect we need to create a gradient mapping the colors to the faces depending on the camera angle. Now that we have the working set up lets see how we achieve that result BASECOAT COLOR Now that we have the working set up lets see how we achieve that result The ferrari example is going to be another post. If we take a look into the Ferrari painting they add one more color to the gradient and from 0 to 40 degrees they add a vibrant color, stronger than the base giving some sort of SSS felling and also the reflection is more metallic. Also this layer depends on the type of car and paint job.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |