Shading The Car using the Standard Surface Shader

Now the fun part. Let's start adding materials to our model.

Car Paint

Car paint Metallic car paint (increase metalness)

Glass

Disable opaque for any glass surfaces

Tip:

Use Override Sets when applying Arnold attributes to many objects in your scene.

Create a glass shader for the windscreen

Rims

Next, we will create a soft satin metal material. Create a new Standard Surface shader and assign it the wheel rims and bumpers. Rename it Satin Metal. Increase the metalness to around 0.8 and decrease the specular_weight to 0.7. Increase the specular_roughness to around 0.3 to blur the reflections.

Create a satin metal shader for the wheel rims

Plastic

Plastic shader for the seats

Add sub-surface scattering to the plastic seats

Glossy plastic material assigned to the windscreen wipers

Tires: Displacement

Change the subdivision settings in the Arnold attributes of the wheel geometry

Displacement shader assigned to tires