That's really going to come from the specularity, so that's the next one that we're going to work with. Now with this dark blue you're still not going to see the curves of the car. And so now let's go ahead and unpause IPR, so we can start to see this. So I'm going to just kind of dial down the color, so it's kind of a darkish blue, somewhere around there. So I'm going to make the car kind of a dark blue, but not too saturated here. And the main reason I'm doing this is just so that we have more contrast in the highlights, so we can kind of see this a little bit better. Now this is an Aston Martin and typically they're silver, so I'm going to go against tradition and I'm going to do a darker color. So the first thing I'm going to do is just create a Color. So let's go ahead and start with Diffuse. So we're going to go through some of these controls and just show you how they affect the vehicle with respect to a car paint sort of scenario. Of course, we have a Diffuse Color, which is going to be our main color, but then we may also have things such as clear coats and second coats of paint, as well as undertones, as well as the specularity and the highlights and the reflectivity of this. Now there are a number of different things that we need to consider when we're doing car paint. Now there's a lot of stuff that goes on with a car paint material, in fact, I'm going to go ahead and pause IPR, just so I can talk about this. So I want to make sure that I have part of the car selected that has that material on it, and I'm just going to hop over in my attribute editor to my CarPaint material. So I'm just going to go ahead and select out part of the hood and this front fender and let's go ahead and just work with that area. So now I have a little bit of a closer view and one of the things we can see about this matte material is it really is not showing the shape of the car, and that's one of the reasons why cars are painted kind of shiny, so you can see all of the curves and how they reflect in the light. So I'm going to do an IPR from this point and then we'll go ahead and start to work with materials. Now when you work with car paint you really want to focus on reflections and specularity and so on, so I'm actually going to go into this part of the car that has a lot of curves and this will give me a good guide as to how the specularity is working. So before I do anything, actually I want to zoom in, 'cause I want to get a closer view of the highlights and the specularity on this car, so that way I can really fine tune this material. And as you can see, this is a basic material, but it has been applied. So let's go ahead and do a quick IPR of this and see what we've got. ![]() So if I open this up all I have to do is Shift + select everything under here, right-click over it, Assign Existing Material, CarPaint material, and there we go. So I'm going into my Outliner and I've organized this scene basically by material, so under BODY, I have a group here for the BODY, and that's all the parts of the car that are painted. So now I have a material and before we do anything with it let's go ahead and assign that material to the parts of the car that need it. And I'm going to go ahead and rename this CarPaint_Mat for material. So I'm going to go down to Arnold Shader Surface, AI Standard. So now that I'm in the Hypershade I can just right-click over this and we are going to create an Arnold material. ![]() So I'm going to go ahead and pause my IPR and minimize it, and let's go into the Hypershade. ![]() So let's go ahead and create a basic material and then we'll apply that to the car. So as we can see, we've got the glass already rendered, but the body of the car is still a lambert. Now remember, we are using Arnold, so make sure your renderer is set to Arnold. Now I already have the glass in this scene created, so let's just take a quick IPR render of our current scene. Now car paint actually can be a very complex subject, because there's so many different types of different car paint, from metal flake to matte paint and so on, but I'm going to show you how to use Arnold's AI Standard material to create some of the more common car paint effects. Hi, I'm George Maestri and today I'm going to go a little bit deeper into vehicle rendering by creating a car paint material.
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