MaterialCarpaint is an expression of paint on a car.
This expression is made using distribution lookup tables.
This section describes material settings for MaterialCarpaint.
Click on carpaint_mat displayed on the CreativeStudio Contents panel to open the material Properties panel.
All descriptions here are based on the material Properties panel in Details mode.
Check the General tab on the material Properties panel.
Enable fragment lighting is set for lighting.
This indicates settings that use the MaterialCarpaint lookup table are carried out using fragment lighting.
Note: Rendering settings must be changed to match the light being used.
Check the Color tab on the material Properties panel.
Colors have been set for Specular 0 and 1.
MaterialCarpaint expresses different relections using the lookup table for the specular colors set for these parameters.
With MaterialCarpain, white color remains unchanged because diffuse is not used.
This white color is used for parts of the model where the color of Specular 0 and 1 are not reflected.
With fragment lighting, set layer config and a lookup table.
MaterialCarpain uses Layer Config 2.
Note: The layer configuration is a combination of reference tables that can be used for fragment lighting calculations. For details on layer configurations, click here.
The following settings are made in the lookup table for MaterialCarpaint.
LookupTableSetContentCtr0 is selected.
Lookup tables that can be used are managed in the lookup table set.
Clicking on LookupTableSetContentCtr0 displayed in the Contents panel allows you to check the lookup tables being managed on the lookup table set Properties panel.
For details on lookup tables used with MaterialCarpaint, click here.
With MaterialCarpon, lookup tables have been set for Distribution 0 and Distribution 1.
The lookup tables for Distribution 0 and Distribution 1 adjust the color (light) set for Specular 1 and 2 on the Color tab.
For details on lookup tables, click here.
With MaterialCarpaint, both Distribution 0 and Distribution 1 use input angle NH.
Note: The input angle NH represents light that is affected by the light and viewpoint.
This is primarly used for specular expressions.
For details on the types of input angle, click here.
The speculars set for Distribution 0 and Distribution 1 are added.
The color of Combiner 0 is set for MaterialCarpaint.
This setting indicates that the secondary color will be used as is.
Note: The output result of the vertex shader is used for Source 1 and Source 2. However, there is no effect on the model because the result is not used by the calculation formula.
Check the CurveEditor panel for the lookup tables actually used with MaterialCarpaint.
Select LookupTableSetContentCtr0 located on the Creative Studio Contents panel.
While in the state described, select Window > Curve editor... from the menu bar to open the CurveEditor panel.
This setting expresses Specular 0 (yellow) sharply in the region where the angle created by NH is small (1 on the horizontal axis).
Compared to the carpaint_distribution0 setting, a more gradual curve is created from the region where the angle created by NH is large (near 0 on the horizontal axis).
This makes parts of the MaterialCarpaint model that use Specular 1 (red) appear more gradual.
CONFIDENTIAL