This 3D texture shader generates random flakes in tangent space, meant to be used as a normal map. This pattern is used, for example, also used in Car Paint to generate micro-shading details in Car Paint.
→ Scale
Defines the size of the scalesflakes.
→ Randomness
How randomly distributed are the scales.
→ Density
Defines the proportion of the plane covered by flakes. A 0.5 density means that 50% of the surface is covered by flakes, the other 50% produces no flakes (emptya vector 0.5 0.5 1.0, in tangent space it has no effect ).
→ Layers
On how may layers are the flakes distributed. Top layers hide bottom layers.