| |
4- While Environment dialog is Open, click on the Material Editor button to open it too. Now click and drag your HDRI map to one of the free sample slots in the material editor. Make sure you are using Instance copy. The only thing you need to do in material editor is changing Mapping from “Screen” to “Spherical Environment”.
Now the scene is ready and we can create our materials.
B) Materials
5- First I want to create a metal material for body of this toy plane. I used “Arch & Design” material because it can mimic the real world materials easier. You can see my material settings in the below picture.

Let me briefly explain my settings:
-- I used red as color of plane’s body
-- Set “Reflectivity” to “1” because it's metallic material and has high reflection.
-- “Glossiness” I reduce to “0.8” to make material blurry. if this is “1” then result will be high reflective material and as much as you decrease it, it will be more blurry. Note this also, when you decrease “Glossiness” (make it lower than 1), “Glossy Sample” field will be active. Here you can change the quality of glossiness.
-- In BRDF rollout, I use “By IOR (Fresnel Reflection)” instead of custom reflectivity. If you want to know what Is Fresnel law, I suggest you to search in the internet and read articles about this French physicist and his Fresnel law.
-- After this I changed IOR value to 2. IOR is short for Index of refraction. You can find IOR values for different materials by searching on Internet. Now the question is that, my material is metal and I do not have any refraction. Then why I need to set “index of refraction” (IOR)?
Answer: In fact this material is just pigment that covers a metal surface. When the light hit this surface, some rays could refract in to the surface and bounce off there. These rays will bring the color of pigment. Also some rays directly reflected. These rays cannot carry colors and just show reflection on the surface.
6- Wing material is also the same as body material just the color I changed to yellow.
7- Now this is time for material of the wheels. I have used another mental ray “Arch & Design” material and you can see my setting in the picture.
Let discuss about this material: -- This time in BRDF rollout I used “Custom Reflectivity Function” and changed 0 and 90 degree reflectivity. “0 deg. refl” means how much reflection could see in the surfaces that are facing to camera (or rendering view). “90 deg. refl” as its name is hinting means the amount of reflection on the edges. For the two previews materials I used IOR which means more reflection on the edges and less on the facing. But for wheels I want to use a chrome material and I need more reflection in front of the rendering view. So I have changed the BRDF as what you saw in the picture.
-- there is a nice option in “Reflection” group call “Metal material” which will help to mimic more realistic metal material. so I check it but be aware that when you check it, it will use “diffuse”
color as metal color. So I changed the diffuse color to white too.
Note: if you do not check “Metal material” option, diffuse color cannot change the color of your
material. in this case you need to change “Reflection” color.
|
|
|
|