|
..::pearlescant spray paint::..
Spray
paint is adhered to car surfaces in a two stage operation. The base coat consists
of the paint colour or effect and the second the lacquer or wax surface to protect
the paint and make it. By looking at real world examples, such as various car
surfaces we can note how the surface reacts to it’s environment and to light.
The light produces two hilights – a large faint hilight where the light hits the
paint layer, and a small intense hilight where it hits the lacquered surface. Creating
this effect in 3ds max is quite simple; it comes with a Multi-Layer material to
generate such effects, so creating simple coloured spray-paint effects is quite
easy; a colour choice, the amendment of both hilights to emulate the two hilights
for the paint and lacquer layers, and the addition of a Raytrace map in the reflection
slot. By observing real world examples again, you should note that the reflection
in a car is slight when viewed full on, but more intense at the perpendicular. Therefore,
the Raytrace map should be masked (or mixed) with a Falloff map set to Perpendicular
/ Parallel, with the Raytrace map being located in the Side slot. If
we observe a pearlescent-painted car, or other object with similar properties,
such as a shell or ornament, we can observe that the pearlescent effect only appears
on the perpendicular and when light is shining on it. Also, if the object is rotated,
we will note that any colours that appear are normally distortions of the reflected
image and will stay in the same place when the object is rotated back to the same
place. Breaking this down, we need to re-design our spray paint material in such
a fashion. Now
the base coat is metallic, it should be created as such. A metal material should
be created to emulate this, with the base colour chosen in the Diffuse colour
slot as before. As the base coat to these types of paints is slightly rough, a
noise bump map should be created. The falloff colours can be whatever your choosing;
from greens to purples, reds to yellows, it all depends on your preference. To
create these, create a Falloff map set to Perpendicular / Parallel with another
Falloff map in the Side slot, set to Shadow/Light. This will prevent any reflections
being emitted from non-lit areas. Create a Gradient Ramp material in the Light
slot and set the Gradient Type to Normal to change colour on the object’s perpendicular.
Composite this material with a copy of the original spray paint material that
has been set to 0% opacity and the Falloff & Raytrace map reflections remaining
intact.
This gives us our lacquer reflections and base coat reflections also. You may
wish to amend the position of the Gradient Ramp material to the Specular Color
of a single Multi-Layer material and play with the settings. Also, don’t forget
to have a go at amending the Falloff and Anti-Aliasing parameters (after turning
Global Anti-Aliasing on) to create blur effects depending on distance to add more
realism to the lacquer’s reflections. Initially
published: 3D World magazine,
Issue 23, March 2002. Copyright
© Pete
Draper, March 2002. Reproduction
without permission prohibited. www.xenomorphic.co.uk |