If you are starting this tutorial here, you will need the result of the previous section.
The shaders for the studio are very simple. A default Standard Surface shader for the floor and a darker version for the reflector.
- Duplicate the floor vopnet created previously and rename it to reflector. Select the Standard shader inside and change the Base Color to a mid gray (0.4, 0.4, 0.4).
When shading a realistic object it always helps to have the object in front of you. In this case, it was noticed that there were actually 2 types of chrome. The body was more glossy than the arms and head.
- Duplicate the floor vopnet again and rename it chrome_armshead. Select the Standard shader inside and set the Base Color to black and Weight to 0. Go to the Specular tab and set Specular to 0.7. Lower the Roughness to 0.2.
- Duplicate the chrome_armshead vopnet and rename it to chrome_body. Select the Standard Surface shader and increase the Specular Roughness to 0.4.
Leave the shop and return to object level and select the studio node. It is possible to assign shaders at this level under the Material tab like we did on the previous page. However, as we want to assign two shaders to this object we will do so inside geometry level.
- Enter the studio node and tab-create a material node. Connect it to the studio.obj file node and set the blue visibility flag.
- Select the material node and click the pulldown arrow next to the Group parameter to choose the floor from within the obj.
- Then use the Node Chooser button to select the Material.
- Increase the Number of Materials to 2 and assign the reflector shader to the reflector group.
- Repeat the above process for the Corkscrew. Assign the chrome_body vopnet to the body group and the chrome_armshead vopnet to the armshead group.
Rendering at this stage gives the result below. At the moment it does not look very appealing but we will fix that with the lighting in the next part.
You can download the result of this section below.