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1574 Chapter 16: Material Editor, Materials, and Maps
To make an ocean surface with the Arch & Design
material, follow these steps:
1. Set Diffuse Level to 0.0, Reflectivity to 1.0, and
Transparency to 0.0. That’s rig ht: No refraction
is necessary.
2. Set IOR to 1.33 and tur n on By IOR (fresnel
reflections). Apply an interest ing wobbly
shader to Bump (Ocean (lume) works well
here)andyouroceanisbasicallydone.
This o cean has reflections guided only by the IOR.
But this might work fine; try it. Just make sure
there is s omething there for it to reflect. Add a sky
map, objects, or a just a blue gradient backg round.
Theremustbesomethingoritwillbecompletely
black.
Theoceanisn’tblue;theskyis.
For a more tropical look, try setting Diffuse Color
to a slightly blue-green color, set the Diffuse Le vel
to a fairly low number such as 0.1, and turn on D o
Not Apply Bumps To The Diffuse Shading.
Now you have a base color in the water that
emulates the small amount of scattering that
occurs in the top level of t he ocean.
Enjoy the t ropics.
Metal
Metals are reflective, w hich means they need
something to reflect. The best looking metals
come from ha ving a true HDRI environment,
either from a spherically mapped HDRI photo, or
something like the mental ray physical sky.
To create classic chrome, tur n off By IOR (f resnel
reflect ions), set Reflectivity to 1.0, 0 degree
reflectiv ity to 0.9 and 90 degree reflectivity to 1.0.
Set Diffuse Color to w hite, and turn on Metal
Reflections.
This creates an almost completely reflective
material. Tweak the Reflection Glossiness
parameter for various levels of blurry reflections.
Also consider using the Round Corners effect
(page 2–1556) ,whichtendstoworkverywellwith
metall ic object s.
Metals also influence the color of their reflections.
Because you turned on Metal Reflections, this is
already happening; try setting the Diffuse Color to
a golden color to create gold.
Try various levels of Reflection Glossiness (with
the help of Fast (interpolate) for performance,
when necessary).
You can also change the Reflectivity value. This has
a slightly different meaning when Metal Material
is on; it blends between the reflections (colored
by the Diffuse Color) and normal diffuse shading.
This allows a blend between the glossy reflections