In this 3D Studio Max Tutorial I want to show you how to use mental ray Car Paint material inside 3ds max. The main goal is to understand the important parameters that could use in your own scene.

By hani, on March 20, 2011, under 3D Studio Max Tutorials

In this 3D Studio Max Tutorial I want to show you how to use mental ray Car Paint material inside 3ds max. The main goal is to understand the important parameters that you could use in your own scene.


Final Result Preview:


Step 1:


Open the Material Editor and select a free sample slot. Click on the "Get Material" button to open Material/Map Browser. From this list double click on the Car Paint Material. Apply this material to the body of car and render the scene.


Step 2:


Without changing any in the material, it looks almost nice. It is not same as this always and the result and setting depend on your scene scale.


Step 3:


The first rollout is Diffuse Coloring and you can set your color there. Base color is your main car color. Below picture shows how changing Base color could affect your final render. For this tutorial I used R:145, G:0, B:0


Step 4:


Edge color is the color that you could see at glancing angle. It should be darker than Base color and in most cases black. But here I changed it to very dark red: R:15, G:0, B:0.

Edge Bias defines how much edge color can spread inward the material. In this picture you can see how low and high values for Edge Bias can affect final result. For this tutorial I kept it 1.


Step 5:


The last color of car paint material is Light Facing Color. The color of the area that facing to the direct light, defines by Light Facing Color. By default it is pinkish. Usually it is a color lighter than Base color. However you can use same color that used for Base color. For my car I also used the same color as Base color which is R:145, G:0, B:0


Step 6:


Light Facing Color bias controls fall off of the Light Facing. In the picture I have shown you how it can affect to the material. If you reduce this value, the light facing color will come up inside the base color and higher values will make it thinier. In the picture I changed Light I have increased this value to 10.


Step 7:


Next rollout is Flakes. Flake color defines the color of tiny metal flakes. As default it is white and in most cases white is the best choice. But if you want you can change it to lighter version of your base color. Here base color is red and you could use light red as flake color, for instance.


Step 8:


Flake Weight simply multiply the flake color. For my tutorial, I decreased it to 0.5. In fact I did not touch flake color because I wanted to control its shininess with flake weight. Higher values will make it brighter and lower values will make it more blurry. If you turn it to 0. The flake effect will disappear.


Step 9:


The Flake Specular Exponent is actually same as Phong Specular exponent for flakes. Higher values will make the visible region of flakes smaller and thinier. Unlike lower values make bigger visible region of them.


Step 10:


Flake Density determines the number of flakes in car paint material.


Step 11:


For changing the size of Flakes you can use Flake Scale Option. Increasing this value will make flakes bigger. Keep in mind as flakes are procedural so by changing the size of object, they will change too.


Step 12:


Flake Strength defines the flakes orientation. The useful range for this is approximately 0,1 to 1. Lower values will make flakes more parallel to the surface and higher values will cause more variety in orientation.