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(3dsmax)'Material Tutorial: Car Paint'--材质教程:车漆

'Material Tutorial: Car Paint'--材质教程:车漆
'Material Tutorial: Car Paint'
by Florence Design Academy (Web:
http://www.FlorenceDesignAcademy.com

原文链接:http://www.3dtotal.com/team/Tutorials_3/car_paint/car_paint01.asp 3g} ]


Car paint is one of the favourite materials of the industrial design students of the Florence Design Academy (www.FlorenceDesignAcademy.com). You can use it for any product design, especially for mobile phones, mp3 players, bikes....or simply for a concept car.
(车漆是佛罗伦萨设计学院(www.FlorenceDesignAcademy.com)工业设计系的学生最喜爱的一种材质。你可以将其用于任何产品设计,尤其是手机,mp3播放器,自行车...或是一辆概念车。)

There are many different types of car paints. The most trendy one is the metalized car paint with two specular highlights.(This tutorial will not teach the metalized car paint with the random aluminum flakes, and in order to have this kind of particles you must use Max 9 materials which are explained in other tutorials).

(车漆有许多不同的类型。最流行的一种是有双层高光的金属化车漆。(这个教程将不介绍带有随机铝质微粒的金属车漆,要制作这种类型的粒子你需要使用在其他教程里介绍的max9的材质)

The two specular highlights will give an optimal light reflection to your object in order to show in a very soft and for the human eye pleasureful way the shapes of you objects. To create two specular highlights you must change the BLINN shader to MULTY-LAYER. This allows you to have 2 independent specular highlights (in Multy-Layer they are called First Specular Layer and Second Specular Layer). One must be very soft the other very hard/strong. Go to the first specular highlight slot (it is called specular layer) and adjust it until you have a large shape (glossiness) which is not too bright (level). Then do the opposite with the second specular layer: small shape and very bright. After this step go to Maps and add to the reflection map Raytrace. Set the reflection amount to more or less 20.
(双层高光将给你的物体一个非常理想的灯光反射,它以一种非常柔软的,悦目的方式来体现物体的形体。要创建双层高光你必须将着色器由blinn改为muti-layer。它允许你拥有2个独立而特殊的高光(在multy-layer中他们被称为第一高光层和第二高光层)。一个是非常柔和的,另一个非常尖锐。在第一个高光样本槽调整它,直到你得到一个大而不亮的高光形态(即glossiness光泽度较小,level高光级别不太高)。然后在第二层做相反的操作:小而亮的高光。然后进入贴图通道,给反射贴图通道添加光线追踪贴图。设置反射数量为20。)


To have more control of the specular highlights in the rendering you can use in your scene a SPECIAL "MR.Area Omni" light (normally it is better to use MR.Area Omni if you use Mental Ray to make your rendering, but in this case you can use also a normal Omni light). After you have placed the light in the correct location make a right mouse button click on the MR Area Omni and disable "AFFECT DIFFUSE".

(为了在渲染中对高光有更多的控制,你可以在场景中使用独特的MR区域泛光灯(如果你使用mental渲染的话,MR区域泛光灯是更好的选择,但对本例而言,普通的泛光灯也是可以的)。在你将灯光放到合适的位置,然后右击灯光,关闭影响漫反射(affect diffuse)。


After this step this MR.Area Omni will create only specular highlights on the materials. We will use that MR.Area Omni only to create these specular effects that normally is visible on metalized car paint. In this way we have much more control of the position, colour and brightness of the specular highlights. Disable the shadows in the MR.Area Omni. This technique is very helpful if you need a higher number of specular highlights than the existing light sources (that you must create for normal illumination) are already creating on the car paint material. It is also possible to create a specular colour which is different than white. With changing the specular colour you can simulate the classical car paints that you can see in the car-tuning environment where often we have a mix of two different colours (diffuse colour + specular colour). This makes the material more interesting.

(这样MR区域泛光灯将只在材质上创建高光。我们将使用MR区域泛光灯只创建这些在金属车漆上常见的独特的高光。用这种方式我们可以更好的控制高光的位置,色彩,亮度。关闭MR区域泛光灯的阴影。如果你需要比实际的光源(用于正常照明)更多数量的高光时,这种技术是非常有效的。这样也可以创造独特的高光颜色。通过改变高光颜色,你可以模拟在车转弯时看到的由两种不同颜色混合着的经典的车漆。这使材质显得更有趣味。)

Here below you have a sample of a mix of more colours. In this case we have a red diffuse colour, a blue first specular layer colour and a white second specular layer colour.

(下图中,你可以看到不同颜色混合的一个例子。在这里我使用了红色的漫反射,蓝色的第一高光层,白色第二高光层。)

Here below we have exactly the same scene, but without the EXTRA omni lights. The difference is strongly visible. In this sample you can understand how important it can be to use the technique described in this tutorial.
(下面这张图里我在相同的场景里排除了那些泛光灯。区别是很明显的。在这里你可以理解在使用这篇教程里描述的技术是多么的重要。)

Tip 1: If you go to use many Mr Omni’s for an object because you want to create many different specular highlights, you will risk creating a less visible shadow of an object. In this case it is necessary to use Ambient/Occlusion to avoid this problem.
(提示1:如果你要给一个物体使用大量的MR泛光灯,因为你希望创建大量的高光,物体的阴影将变得不可见。 此时你需要使用Ambient/Occlusion 来解决这个问题。)
Tip 2: If you have other objects in the scene that have normal materials and have NOT to be affected by the Omni’s, remember to exclude them from the Omni’s with the exclude button from the modify panel.

(提示2:如果你在场景里其他的物体是正常的材质,不希望被泛光灯影响,记得在修改面版里将其排除掉。)

You can find the information for the illumination & render settings in other Florence Design Academy tutorials.  
(你可以在佛罗伦萨设计学院的教程里找到照明和渲染的设置。)
I hope you have enjoyed this tutorial. .
(我希望你喜欢这篇教程。)

Best Regards G
Florence Design Academy (佛罗伦萨设计学院)
www.FlorenceDesignAcademy.com
------That's all------
来源:译文3D网

[ 本帖最后由 火柴盒 于 2008-4-21 11:36 编辑 ]
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