Table of Contents

This page provides information about the Car Paint 2 node in V-Ray for Cinema 4D.


Car Paint 2 is a node that simulates metallic car paint. It is a complex surface with three layers: a base diffuse layer, a flake layer, and a clear coat layer. The node allows the adjustment of each of these layers separately. It uses GGX BRDF type and offers a Base Glossiness Tail falloff option.

Base Layer Parameters

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

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

Base Glossiness –  Specifies the reflection glossiness value or map for the base layer. Higher values, like 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.

The Bump options allow connecting a bump map to the base color and controlling its Amount, as well as its Type.

Flake Layers Parameters

Flake Color – Specifies the color or map of the metal flakes. 

Flake Random Color –  Allows a texture node to be connected, which sets the colors of the flakes in a random pattern. Only the bottom row on the u-axis of the map is sampled for colors.

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 – Controls the transition from highlighted areas to non-highlighted areas.

Flake Glossiness – Specifies the reflection glossiness value of the flakes.

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 Scale Triplanar – Scales the entire flake structure when the Mapping Type is set to Triplanar.

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 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 Seed – Generates a random value, based on the given number, to change the pattern of the flakes. Changing this produces different flake patterns.

Mapping Type – Specifies the method for mapping the flakes.

Mapping Channel – The flakes are mapped using the specified channel.
Triplanar – The material automatically computes mapping coordinates in object space, based on the surface normals.

Mapping Channel –  Specifies the mapping channel for the flakes when the Flake Mapping Type is set to Mapping Channel.

Flake Trace Reflections – When disabled, the flakes only produce specular highlights, but no actual reflections are traced.

Coat Layer Parameters

Coat Color – Specifies the color or map of the coat layer.

Coat Amount – Specifies the thickness amount of the coat layer. A value of 0 does not add a coat layer, while higher values blend the coat gradually.

Coat Ior – Specifies the Index of Refraction for the coat layer.

Coat Glossiness – Specifies the glossiness value or map of the coat reflections.

Coat Trace Reflections – When disabled, the clear coat only produces specular highlights, but no actual reflections.

The Bump options allow connecting a bump map to the coat color and controlling its amount, as well as type.



Material Id Enabled – Enables the use of Material ID.

Material ID – The color used by the Material ID render element. You can also use a shader here.

Multimatte ID – The integer ID of the material to be used by the Multi Matte render element.


Round Edges Enabled – Enables the round edges effect, which uses bump mapping to smooth out the edges of the geometry during render time.

Radius – Specify a radius (in world units) for the Round Edges effect. Since the actual geometry is not being changed and only the normals of the faces are affected, large values may produce undesirable effects.

Consider Same Object Only – When enabled, the rounded corners are produced only along edges that belong to the object, which has the attribute applied. When disabled, rounded corners are also produced along edges formed when the object with the attribute intersects other objects in the scene.

Corners – Choose which edges are considered in the calculation. Possible options are:

Convex and Concave – Considers all edges.
Convex Only – Only applies Round Edges effect to edges with convex angles.
Concave Only – Only applies Round Edges effect to edges with concave angles.

Trace Reflections – When disabled, reflections from the different layers are not traced (they only produce specular highlights).

Trace Depth – Allows the user to control the maximum number of times a ray is reflected by the material.

Double Sided – When enabled, the material is double-sided.

Cutoff Threshold – Specifies the cutoff threshold for the reflections of the different layers.

LPE Label – Allows a label to be assigned, which can be used to reference the material node in a Light Path Expression. This is especially useful when working with the Light Select render element to evaluate custom light contribution in the scene.

Environment Override

Use Environment Override – Enables the Environment Override.

Environment Override – Specifies the Environment Override texture for this material. 

Environment Priority – Specifies the priority of the material.

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