Headlight material tutorial
by Daniel Buck
http://www.danielbuck.net/
I will make this tutorial some what shorter, because I don't see a whole lot
that needs to be covered. If you are having trouble and need me to expand on
anything, contact me!
First off, I will assume that you already have a headlight modeled, it can be
square, round, or even "new" shaped :-)
Notice how I have the inside of the headlight NOT smoothed, this will play
well for reflections. I have moved the lense away from the headlight to show the
inside. I have also detached the inside so I can make it a different material,
or you can use a multi sub material if you wish.

Place a chrome material on the inside of the headlight and the light bulb.
For chrome, create a raytrace material and set the reflection at 100, that will
be all for the inside material, no falloff or anything. For the outside case,
use what ever material fits your car.
For the lense, I'm going to use a ray trace material, and put a picture of a
headlight for the diffuse slot. For reflection, use a fresnel falloff with the
default settings there. You will need to apply a UVW map to the lense, I chose
planer. For the headlight picture, I take a picture with a digital camera at as
high res as possible, this is about 1/3 the original size, but will work fine.
You only need a super high res texture for a super high res final render if it's
going to be printed or something.

You may need to put the tialing to .9 and .9 to get the image to look good
with no border. (the metal strip around the glass)
With the image on the lense, set the transparency of the material from 50-70,
what ever looks best. Copy the diffuse image to the bump map slot leaving the
bump amount at 30. (you may also use a different image, or create a bump map)
Also copy it to the luminosity slot if you want the headlight to look like it's
on in darker scenes.
Render it out and see what you have! As always, mess with the settings to get
the light to look just the way you want, every situation calles for a slightly
different material, so tweak away! Some situations look better with more/less
transparency, more/less reflection, and so on. There arn't many hard set rules
in art! :-)
This shot is a bad render, and do you know why? The background was set to
black, thats why. With ray trace reflections/refractions, you only get what you
got. If you dont' got a background (or a scene), you don't get good reflections.
:-)
For better examples, feel free to browse around my 3d gallery, this technique
was used for most of the headlights in there.
© Daniel Buck |