1.) A medium gray polyplane with
nothing on it but the basic plastic
surface shader.
2.) The Color Map.
The color
map is set up based on the images
channels. Channel
[0], the red channel, indicates
where the rust color should appear on the
surface shader, based on the intensity of
the red; this channel also indicates a
small percent of erosion on the
displacement shader. Channel
[1], the green channel, indicates
where the surface shader should be
completely transparent, representing an
hole, or extreme erosion. Channel
[2], the blue channel, indicates
where the displacement takes in full
effect, showing the eroded areas of the
rust. It is advised that the artist
creates these erosions particularly where
the holes were created in order to render
out a more believable rust effect.
The black area's in the map indicate where
the original surface (before rust) should
appear.

3.) The Rust Surface.
This is a
surface shader created from the use of the
Red and Green channels in the Color Map.
4.) The Displacement.
This is a
displacement shader created from the use
of the Blue channel in the Color Map.
5.) The Car Paint Surface.
This is a quick car paint
shader I put together by tweaking the
numbers in the vase
shader. The car paint shader
information can be found in the top half
of the final
surface shader; here is a better image
of it's appearance (second to the left).
6.) The combination of the
rust surface and the Displacement to make
a rust effect.
7.) The composting of the rust
overtop of the car paint.