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- [Instructor] Hi, I'm George Maestri, and today, we're going to take one last look at vehicle rendering, and this time we're going to take a look at chrome and metal in Arnold. So we're going to created a nice little chrome bumper for this car. So let's go ahead and get started. Now, I'm going to zoom in just a little bit here, and let's do a quick IPR just to see where we're at. Now I'm trying to get the front bumper as well as that rim. So let's go ahead and do an IPR of this, and here we go.
Now we've got most of the materials on the car except for the chrome and metal portions of our program. So let's go ahead and take a look at this bumper first and then we'll move on to the rims. Now the bumper, I want to make chrome. So first thing I'm going to do is just select this bumper, and let's go ahead and just apply a material. Now we could certainly go into hypershade and create it, but another way to do it is to simply just apply a material to it, so I'm going to apply a blend here, and then go over to that blend material, and let's just, under type, change it to AI standard.
That's a very quick and dirty way to get an AI standard material in. Now I'm going to change the name of this to chrome underscore material. So now I should have that on this bumper. So if I go back into my IPR, and highlight this, I should get a pretty good render of it. So now I have this, and we're just going to be rendering this portion of it, just to see how it works against the rest of the car. So I want to go ahead and turn this material into chrome.
Now chrome is really dependent on specularity and reflectivity. So there's also the diffused color of the object itself. So in terms of diffuse, I want to go ahead and actually turn that diffuse down to somewhere around medium gray. Now if we make it too bright, it's going to start to look like a glass mirror and that's not really what we want. We want a darker undertone to it and that'll give it more of a chrome look. Now the big key to chrome is getting the specularity right.
So first thing I want to do is I just want to crank up the specularity to somewhere around point seven or point eight. And as soon as I do that, you can see that already this is starting to look a lot more like chrome. Now, if we have too much specularity, it's just going to pop. So sometimes you'll want to dial it back just to make it look good in the lighting that you have. So I'm going to dial this back to maybe about somewhere between point six and point seven. Now roughness will determine the sharpness of the highlight, and if we turn it down, you'll see we're going to get a very mirror-like highlight.
And, again, I don't want this to be too mirror-like, so I'm going to bring this up to somewhere between point two and point three. Maybe around point three actually. And this will give it a little bit of softness along the edge of the highlight. Now already this is starting to look a little bit like chrome, but if we want, we could play with fresnel, and see what happens with that. So I'm going to go ahead and turn it up to about point eight or point nine. Now when I do that, you can see that the character of the specularity changes just a little bit.
So if I turn it off, notice what happens? It's a little bit fuzzier. Actually going to leave that on, and that'll give me a little bit of a darker look to it, so you can see that some of the darkness of the diffused come through. And this is very similar to how paint works as well. Now, for reflection, again this is a very shiny surface, so I'm going to turn reflection up quite a bit. Maybe about point six, point seven, somewhere in that range. And as you can see, this is starting to get a little bit too bright.
Sometimes that reflection, if you're in a bright room, can almost overwhelm things. So if we want, we can turn down the color of that reflection just a little bit, and that'll kind of get rid of that extreme brightness. Another way to work with reflection is to turn on fresnel, and turn on that reflectance at normal, and again I'm going to crank that up quite a bit. And as you can see, again, it moderates through reflections a little bit. And I think it gives it a better, more chromic type of look.
So those are the main controls, and again you can fine tune these to suit your tastes. Now let's go ahead over towards the spoked wheels. So I'm going to go ahead and pause my IPR, and let's go ahead and just add a material to that. So while this is selected, I'm just going to click on blend from the shelf, and then I'm going to turn that blend immediately into an AI standard. Now we're going to rename that. Let's just call that car rim material. So that I have this, let's go ahead and see what it looks like in a render.
So I'm going to go ahead and highlight this portion of the scene, and let's go ahead and do an IPR. Now let's go ahead and start to affect this material. So I've got my car rim material, and again, we're going to make this a metal-type material, but we're not going to make it as specular and as reflective as chrome, and so this is going to be a little bit more of a matte material. So, I want to go ahead and just turn down the diffused color. Somewhere in the sixty percent range.
Again, we do need to bring up specularity. This is metal. So range somewhere between point five and point six looks about good for this. Now because this is not a super shiny material, we are going to turn up the roughness on the specularity, and that will make it have less sharp highlights, and that will, again, make it more look like a matte or a non-chromed sort of material. And in this case, I'm not going to turn on fresnel because I really don't want those sharp highlights, I want them to be kind of metallic.
Now reflection, again, the more reflection we have, the more it'll look like a mirror and the more chromic it will look. So if I keep reflection high on this, it's going to start to look a lot like chrome. So I want just a little bit of reflection here, just to give the hint that it is metal but not too much. Somewhere around point one, or so. Now, again, just like I did with chrome, I can turn down the color of this and just temper the highest level of reflection. So what this does is it says the brightest color in the reflection can be this.
So if it's reflecting white, it'll kind of mute it down so that it's not exactly white. As you can see, chrome and metal are similar, but basically the difference is that chrome has much sharper specularity and much higher reflection. So I'm going to go ahead and apply the rest of the materials and zoom out, and we're going to do a quick render of the rest of the car. And here we go, so we have a pretty good render of the vehicle. And as you can see, I have applied the chrome material to all the trim, and then, of course, the metal material is applied to the car rims.
So hopefully, this little series has shown you some good insights into how to create good materials for vehicle rendering.
Skill Level Intermediate
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