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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.

Coating

Coating is an important part of a car paint. It affects the look in three main aspects:

  1. It provides a richer specular response to light as it adds a specular highlight on top of the specular highlight of the base surface.
  2. It can colour light as it passes through the coating.
  3. It contains metallic particles (a.k.a flakes) suspended inside the coat. 

 
→ Thickness

The thickness of the coating layer. The thicker the layer the more it absorbs light and the less of the base layer is visible. A thickness of 0 disables the coating 

→ Specular Level

How "shiny" is the coating. A value of 1 means a very shiny coating.

→ Color

The colouring producing by this coating layer. Colouring will be more prominent in thicker layers.

→ Roughness

Roughness of the coating layer.


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.

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. 

Layers

Flakes are floating inside the coat layer and this parameter controls how many total layers there is. Flakes in a given layer hide flakes in the bottom 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.

Base Layer

Color

The colour of the base layer.

→ Metallicity

Mainly controls the colour of the reflections. Reflection from metals has the colour of the light whilst non-metals reflect the colour of the surface.

→ Specular Level

Controls the strength of specular reflections on the base layer.

→ Roughness

The roughness of the base layer.

Bump

→ Normal

Connect a normal map to simulate a bumpy surface.


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