The textures of the beast...
This chapter contains some extra info about texturing the Lamborghini, Let's
start with the license plate:
License plate
The license plate needs a texture to be mapped on the license plate
object.
Here is an example of a texture file for the license plate:

License plate texture (gif format).
You can of course use your favorite paint program to create your own license plate
texture. The one shown here is designed in Gimp, for a German car. Save this
image if you like, so you can use it when creating your own license plate.
First we need to create a new VSL material. In the material tab of the Select
window, press the right mouse button and select:
'New -> VSL Material' from the pop-up menu. A new material
will be added at the bottom of the list, rename that to
'Licenseplate-Front'

New VSL material selected
Then perform the following steps:
1. Select the Licenseplate-Front material and open the properties;
2. Check the Preview and the Advanced checkboxes (this gives you access to
the VSL objects);
Preview and Advanced activated
Drag and drop a Shader object onto the Material icon. This adds a new
object, called Surface Properties, to the VSL hierarchy. Then add a Texture
object. Just drag and drop it on the Surface Properties object. In the lower
part of the VSL Property Window (texture tab), you can select your texture
file. Note that when you select the file, the preview sphere of the material
is updated immediately.

Texture object and texture file added
Next, drag and drop a Constant object on the Surface Properties
object. A new object is added, called 'Color=Constant(0,0,0)'. Also note
that the preview sphere at the top turns black. Then at the bottom of the
window, you can change properties for the Constant object. Click the
In/Out tab and select 'Surface: Reflection' from the list. Note
that the name of this object in the VSL hierarchy changes to 'Reflection=Constant(0,0,0)'

Drag and Drop a Constant...
Change Output to Surface: Reflection
Then, also at the bottom of the property window, click the Constant
tab, and change the value to 0,18 0,18 0,18. Note the change in
the VSL hierarchy and note the changed brightness of the reflections of the
preview sphere.
Now add a new Shader to the VSL hierarchy. Just drag and drop it on the
Material icon. Change the Shader Type to 'Surface Illumination'.
Note that the name of the new object changes from Surface Properties, to
Surface illumination. To finish the VSL material, drag and drop a Specular
object on the Surface illumination object.

Set Shader Type to Surface illumination...
and drag and drop a Specular on the Surface illumination
The VSL material is now ready and you can close the VSL editor. To apply the
material, simply drag and drop the material icon (from the Select window -
Materials tab) on the License plate object. Realsoft3D will automatically
use the proper mapping type for the object.

Texture applied. You're done!
The tires
To texture the tires, we will use both bump and color mapping. Here is an
example bump map texture for the tires. You can create your own, or use this
one:

Texture used for bump mapping (gif format).
Create a new VSL material and call it Tire. Open the VSL property
window, check the Preview and Advanced boxes. Drag and drop
a Shader object on the Material icon in the VSL hierarchy. This
creates a Surface properties shader. Add a texture object (drag and drop it
on the Surface properties shader) and select the image you wish to use for
the texture (in our case the Pirelli P3000 image). Then set the Bleed X and Bleed Y checkboxes.
The Bleed option extrapolates
texture edge colors outside texture mapped area:

Texture added, Bleed X and Bleed Y checked
Then drag and drop the Bump icon on the Surface properties shader.
Click the General tab and set Operation to '+' and now
your VSL shader looks like this:

Bump map object added, Operation set to +
Then we use a simple parallel mapping to texture the tire.

Parallel mapping added
If you now would make test render, you will notice the dark and dull texture
of the tire. This can be easily fixed, by adding a Constant object. Drag and
drop a Constant on the Surface properties shader. At the bottom of the VSL
editor there are three tabs. Click the Constant tab and set the
Color value to 0,157 0,157 0,157 (a shade of grey). Click
the General tab and set Operation to +. Note that the color of the
preview sphere changes to light grey.
Note: If you have set the number of decimals to 2 (in the menu:
Preferences -> Options -> Metrics tab) you will see that the value for
Constant you just entered is truncated to (0,16 0,16 0,16). In
the VSL hierarchy however you see three decimals (0,157).

Color constant added, Operation set to +
Then to add some shininess to our tires just add a Surface illumination
shader, just like you did with the license plate. Then drag and drop a
Specular object and set Sharpness to 2,10 and Brightness
to 0,48. See next image:

Surface illumination shader and specular object added
The VSL material is now ready. Close the VSL editor and try your VSL shader!
Here is a test render:

A test render of our textured wheels!
Painting your car...
Vesa Meskanen created two car paint shaders specially for this tutorial
(thanks Vesa!). Applying the shaders is easy: just select a car part and
drag and drop the shader and you're ready. You can download the shaders by
clicking
here. Unzip the file and load the shader in the materials tab of the
Select Window via the Right Mouse pop-up menu ('Paste from a File').
This adds two new shaders at the bottom of the materials list, called
carpaint and metal_paint. Also it adds a sky, which can be used
with a self illuminating dome over the scene.
Insert a shader from file.. Simple tests showing
the two shaders
Of course you can change the appearance of these shaders if you like. For
instance, select the carpaint shader in the Materials tab of the Select
Window and open its Property Window. Make sure you have the Preview option
set, so you can see the effect of your changes immediately. By default the
shader allows you to change the base color, specular color, specular
sharpness and specular brightness. Changing the base color changes
the color of the carparts with this shader. The specular color
defines the color of the highlights. If you know your way around in VSL, set
the Advanced option to access the VSL statements and have even more
control over these shaders. Just play around with the settings and see what
results you like best!

User interface of the carpaint shader..
and the more complex metal_paint shader.
The Grille's
The Grille's basically are black plates with lots of holes in them. You
could decide to manually cut out these holes with the Boolean Remove, or you
could use a clipmap for this purpose. Considering the number of holes you
need to make it look good, we suggest you use the clipmap technique.
With a clipmap it is possible
to define a color range, which removes the underlying surface. You
can use
this small texture file as the clipmap texture. (kindly created and
donated by Bernie den Hertog).
Let's see how this works. At the materials tab of the Select window, right
click and select New -> VSL Material. Rename the new material to 'Grillestexture'.
Open the Property window for the Grillestexture material. Enable the
material preview, so you can see the effect of your modifications. Use the
Wizard to add a Clipmap. Then in the FileName field select the
Grillestexture.bmp file.

Clipmap selected in the Wizard...
texture file selected which will act as a clipping texture
This material may look complicated at first, but it's not that bad. The following
controls are used in the clipmap material:
Filename: the name of the texture file used for clipmapping;
Sub channel 1 min & max: These two values define the clipped red
signal range;
Sub channel 2 min & max: These two values define the clipped green
signal range;
Sub channel 3 min & max: These two values define the clipped blue
signal range.
You need to define a color that you wish to cause the clipping effect. If
you click the Show button, the selected texture is shown. In this
case it is a dark grid like texture, with dark grey holes in it. The holes
will be used as 'cutters'. With the Sub channel controls you need to find
the combination of values that cause a clipping effect. The good thing about
grey is that the RGB values are the same, so the sub channel values must
also be the same for each of the three sub channels. Take a look at the next
image to see the correct settings:

Setting all sub channels at the right value causes a clipping effect!
Enter these values as shown above in the material Property window and then
close it; the material is ready. The grille is not a very large object and
you need small holes. Select a grille object and apply the Grillestexture as
a parallel mapping and make the texture object square shaped. Use small
dimensions: the larger the texture object, the bigger the holes! The last
step is to set the color of the grille object to a very dark grey (0,16
0,16 0,16) via the Properties -> Col tab.

One of the grille's. The white square is the applied clipmap.
A rendered close up of the applied clipmap against a blue
self illuminating background
You can of course apply the same material to the other
grille. Save your work before you continue!