In this step we move on from simple scene setup to materials setup. What we’ll need is one metal material, black shiny, white for the glass, and one yellowish with texture for the body. And one plain white for the “floor” plane.
So, lets start with simple one. Click on the M button in the Vray toolbar, and there you already have one default vray material. You can rename it into “plane”, and go to diffuse, and make it white. Now, select the plane surface, and in the material window right click on the material and click Apply material to object(s). After that you can lock “plane” layer so it doesn’t get in your way.
Next, we will make a metal material. Or at least metal like material. So, go ahead and duplicate that material you already have by right clicking on it and selecting duplicate. Rename it to “metal”. In the Diffuse, make the color RGB to 150,150,150. Then under Reflection right click and select add layer. Set reflection color to RGB 125,125,125, Highlight Glossiness to 0.8 and Reflection Glossiness also to 0.8. You can increase the Subdivs to say 16 or 20, otherwise the reflections will be full of monochromatic dots, and it won’t look nice. Increasing Subdivs increases render time significantly. Under map for Reflection there is already Fresnel, but we need to change Fresnel IOR to 10. You can lower the Subdivs now to 8. That is about it for the metal material:
Now, we need one glossy black material. Duplicate the metal material and make some changes. Set the diffuse color to black, and in the Reflection map set the Fresnel IOR back to 1.55.
We’ll move on to the glass material. Duplicate the black material and rename to “glass”. Change the diffuse color to white. Under the reflection, in the Fresnel IOR set 2.5. In the Refraction add one layer. Set the Transparency color to white, IOR to 1, Glossiness to 0.2. Check the Translucent option, and set the Fog color to RGB 240,240,240, and check Affect Shadows. Under Options rollout uncheck Double-Sided. Hit the render to see if you got something like on the image 10 below:
Ok, the last material has needs some texture mapping. Duplicate “black” material, and rename to “body+texture”. Now, under the diffuse layers, go ahead and create one more. So you have two diffuse layers. First one will be texture with alpha mask, and the other one will be color. Lets first set the Reflection settings. Set the reflection color to white, Highlight Glossiness to 0.75 (you can leave 0.8 too it is not that obvious change), Reflection Glossiness to 1. Go and click on the M in the reflection, and set the Fresnel IOR to 2 and Refract IOR to 1. Now, go back to the Diffuse1 layer and se the color to RGB 240,240,225.
Now, we will set up Diffuse layer for the textures. In the Transparency color set to white. Now, in the Color, click on the small “m” and set Type to bitmap. Click on the “m” in the File and browse for the “TEST1.jpg” image I attached earlier. Uncheck Tile, and in the Map Channel set to 2. Apply. Now, for the transparency map do the same. Click on the “m”, set type to bitmap, browse for the “TEST1_mask.jpg” and uncheck Tile and set Map Channel to 2.
Lets set the mapping to the object. So the object we want to map to is our bulb body. Select it, and go to Properties, and under drop down menu there select Texture Mapping. Check on the Show Advanced UI.
Click on the Add button, and then Edit. Now you can change the Map Channel to 2 like we set it on the material earlier. Set the projection to Cylindrical and hit the Show Mapping se we can manipulate that map cylinder.
Now we got some really weird looking cylinder (the dotted lines represent the map cylinder). Now, under Size part of mapping rollout there is one button called Size to objects. Now the cylinder is the exact size we need. We just need to rotate it.
So do the rotation from front viewport, and make it fit the bulb body (move it if needed:
Now go back to Texture Mapping properties, and under size set x=10, y=10, z=4.5. Move it a little so it fits the body again:
So, this is it. You should end with this: