Coffee Table Material
Most of the Materials used in the demo are fairly simple at a conceptual level. We will focus on the Material for the coffee table, as the base concepts that drive this Material are reused on several objects in the scene.

The coffee table Material makes use of two useful techniques. The first is the use of a mask texture that uses R, G, and B channels to determine where metal, plastic, and wood are placed on the object.
Red channel - Wood
Green channel - Metal
Blue channel - Plastic
RGB - Result of all four channels combined
Here you can see the layout of the Material (M_CoffeeTable_Mat_Inst) in the Material Editor.
Click to view full size (very large).
This Material has been highly parameterized, which means it is intended to be instanced and adjusted. In fact, this is the second important technique in use within this Material: we have set up the basic settings of the Material, but not tweaked them to the final look. Instead, the Material is instanced and then adjusted using the instance parameters. This is much faster than making adjustments and applying them over and over, which can be a real time saver during Material creation.
