(Documentation Page Update in Progress)
This material is a specialized shader to easily create rendering of cars. Most cars are painted with a metallic paint that has specular flakes in a coat over a base surface. Note that the same look can also be achieved using the 3Delight Principled shader alongside the Flake 3D Texture but this Material frees the artist from cumbersome shading network manipulations.
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Roughness Balance
Metallic
Flakes |
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Flakes are little metallic particles floating inside the coating. They give the sparkly look to most car paints. This section controls the characteristics of these flakes.
Weight
Density
Sets the fraction of the surface on which flakes are visible. A density of 0.5 means that a flakes cover half of the surface.
Color
The colour of each flake.
Roughness
The roughness of each flake.
Scale
The scale of each flake. Note that smaller scales will necessitate higher Shading Samples.
Layers
Randomness
How is random is the orientation of flakes. A value of 0 means that all flakes are oriented as the surface normal. A value of 1 means totally random directions.
Coating |
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Coating is an important part of a car paint as it affects the overall look in three main aspects:
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Roughness of the coating layer.
Specular Level
How "shiny" is the coating. A value of 1 means a very shiny coating.
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Flakes
Flakes are little metallic particles floating inside the coating. They give the sparkly look to most car paints. This section controls the characteristics of these flakes.
Color
The colour of each flake.
Roughness
The roughness of each flake.
Scale
The scale of each flake. Note that smaller scales will necessitate higher Shading Samples.
Density
Sets the fraction of the surface on which flakes are visible. A density of 0.5 means that a flakes cover half of the surface.
Randomness
How is random is the orientation of flakes. A value of 0 means that all flakes are oriented as the surface normal. A value of 1 means totally random directions.
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Thin Film |
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Thickness
IOR
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Normal Map / Bump |
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Include Page | ||||
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Geometry |
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Occlusion Distance