A while ago I told you if you use glsl to create the material you can have fresnel like the water has fresnel. It's the effect were the material gets more reflective at the edges and is one of the main things missing from the paint shaders.
Fresnel is not currently a supported feature in Torque, except for in the water material. I certainly hope to see it supported soon, though.
I've seen fresnel in torque before, it's not supported in the material.cs but it is possible with glsl. This shader pack by liman 3d for torque is written in glsl and some of the materials have fresnel effects. http://www.liman3d.com/shaderpackvol1_overview.html I also saw a post on the torque forums about a skin shader that had fresnel and was also written in glsl, I cant find it again though. I dont mean glsl I think I mean hlsl because beamng uses d3d. I found a tutorial about custom materials in torque also. http://www.garagegames.com/community/resources/view/20989