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Table of Contents

This page provides information about the Car Paint 2 Material in V-Ray for 3ds Max.

 

Overview


The VRayCarPaintMtl2 is a material that simulates a metallic car paint. It is a complex material with three layers: a base diffuse layer, a flake layer, and clear coat layer. The material allows the adjustment of each of these layers separately.

 

 

Base layer


 

base color – Specifies the diffuse color or map for the base layer. 

base reflection – Specifies reflectivity value or map for the base layer. The reflection color itself is the same as the base color

base glossiness – Specifies reflection glossiness value or map for the base layer. Higher values such as the default make the highlights sharper, while lower values make the transition more subtle.

base glossiness tail – Controls the transition from highlighted areas to non-highlighted areas. Higher values such as the default make the highlight transition sharper and lower values make the glossiness tail more diffuse.

base trace reflections – When disabled, the base layer only produces specular highlights, but no (glossy) reflections.

 

 

Flake Layer


 

flake color – Specifies the color or map of the metal flakes. 

flake orientation – Specifies the orientation value or map of the metal flakes. The orientation of the flakes is relative to the surface normal. When set to 0.0, all flakes are perfectly aligned with the surface. When set to 1.0, the flakes are rotated completely randomly with respect to the normal. Values above 0.5 are not recommended as they can produce artifacts.

flake orientation tail

flake density – Specifies the density (number of flakes) for a certain area. Lower values produce less flakes and higher values produce more flakes. Set this to  0.0 to produce a material without flakes. 

flake scale – Scales the entire flake structure. 

flake size – Specifies the size of the flakes relative to the distance between them. Higher values produce bigger flakes and lower values produce smaller flakes. 

flake seed – The random seed for the flakes. Changing this produces different flake patterns.

flake map size – Internally the material creates several bitmaps to store the generated flakes. This parameter determines the size of the bitmaps. Lower values reduce RAM usage, but may produce noticeable tiling in the flake structure. Higher values require more RAM, but tiling is reduced. 

flake mapping type – Specifies the method for mapping the flakes.

Explicit UVW channel – The flakes are mapped using the specified channel.
Triplanar from Object XYZ  – The material automatically computes mapping coordinates in object space based on the surface normals.

flake map channel – Specifies the mapping channel for the flakes when the flake mapping type is set to Explicit UVW channel.

flake trace reflections – When disabled, the flakes will only produce specular highlights, but no actual reflections will be traced.

 

 

 

 

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