Square Enix © Goodbye Kansas

Table of Contents

This page offers information about the VRayCarPaint2Mtl in V-Ray for Maya.


Overview


The VRayCarPaint2Mtl 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.

The new VRayCarPaint2Mtl's advantage is that it uses GGX BRDF type and offers base glossiness tail falloff option.

Note that some VRayCarPaint2Mtl options are unavailable in the Attribute Editor when the render engine is set to V-Ray GPU.


© Dmitriy Ten



UI Path: ||Right-click on the geometry|| > Assign New Material...

||Right-click on the geometry|| > Assign New Material... > VRay section > VRay Car Paint2 Mtl



||V-Ray Shelf|| > Right-click to Create V-Ray Materials button > VRay Car Paint 2 Mtl




||Hypershade|| > Window tab > Create... > VRay section > VRay Car Paint 2 Mtl





Base Layer


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

Base Reflection – Specifies the reflectivity of the base layer. The reflection color itself is the same as the Base color.

Base Glossiness – Specifies the reflection glossiness for the base layer.

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.

Reflections For Base Layer – When disabled, the base layer only produces specular highlights, but no (glossy) reflections.

Bump Type – Specify whether a bump map or a normal map effect is added to the base material. 

Bump Map
Normal map in tangent space
Normal map in object space
Normal map in screen space
Normal map in world space
From texture bump output
Explicit normal

Bump Map – Specifies the bump/normal map to be used.

Bump Amount – Specifies a multiplier for the bump/normal effect.



Flake Layer



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

Flake Random Color – Sets colors from the specified map (e.g. File or Ramp) to the flakes in a random pattern. Only the bottom row on u-axis of the map is sampled for colors. See the Flake Random Color example below for more information.

When using the Flake Random Color, Flake Color acts as a filter. Set the Flake Color option to white (255, 255, 255) to switch off its effect.

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. See the Flake Orientation example below for more information.

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. See the Flake Density example below for more information.

Flake Scale – Scales the entire flake structure. See the Flake Scale example below for more information.

Flake Scale Triplanar – Active only when Mapping Type is set to Triplanar. 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. See the Flake Size example below for more information.

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 – Specifies a random seed for the flakes. Changing this value produces different flake patterns.

Flake UV Coords – Allows connecting a texture placement node. This parameter is inactive with V-Ray GPU engine.

Mapping Type – Specifies the method for mapping the flakes. The possible values are:

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 which is the mapping channel for the flakes when the Flake mapping type is set to Explicit mapping channelThis parameter is inactive with V-Ray GPU engine.

Reflections For Flake Layer – Toggles reflections for flake layer. This parameter is inactive with V-Ray GPU engine.





Example: Flake Random Color


This example shows the Flake Random Color parameter used with a Ramp map with Type set to U Ramp with five randomly set colors. Flake Density is set to 20; Flake Size is set to 0.4; Flake Scale is set to 0.5; Flake Color is set to white (255,255,255). 






Example: Flake Orientation


This set of images demonstrates the effect of the Flake orientation parameter. Note how lower values produce flakes more aligned with the surface normal, so that light is reflected more uniformly. Higher values produce more random flakes leading to more variation in the flake illumination.


Flake Orientation = 0

Flake Orientation = 0.05

Flake Orientation = 0.1

Flake Orientation = 0.3

Flake Orientation = 0.5

Flake Orientation = 1

0
1




Example: Flake Density


This set of images shows the effect of the Flake density parameter. Note how larger values produce more flakes, but do not change the flake size. For this example, Flake Scale is set to 0.110 and Flake Size is set to 0.400. 


Density = 0.5

Density = 1

Density = 2

Density = 4

Density = 6

Density = 8

Density = 10

0.5
10




Example: Flake Scale


This set of images demonstrates the effect of the Flake scale parameter. Note how lower values scale the entire flake structure. For this example, Flake Density is set to 5 and Flake Size is set to 0.4.


Flake Scale = 0.01

Flake Scale = 0.25

Flake Scale = 0.5

Flake Scale = 0.75

Flake Scale = 1

Flake Scale = 1.5

Flake Scale = 2

0.1
2




Example: Flake Size


This set of images shows the effect of the Flake size parameter. Note how larger values make the individual flakes larger, but do not change their count. Flake Scale is set to 1, the default value.


Flake Size = 0.1

Flake Size = 0.25

Flake Size = 0.5

Flake Size = 0.75

0.1
0.75




Coat Layer



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.

Reflections for Coat Layer –  When disabled, the clear coat will only produce specular highlights, but no actual reflections.

Coat Bump Type – Choose between the following types of Normal Maps and Bump map:

Bump Map
Normal map in tangent space
Normal map in object space
Normal map in screen space
Normal map in world space
From texture bump output
Explicit normal

Coat Bump Map – A slot for the bump or normal map. This parameter is inactive with V-Ray GPU engine.

When a texture with color corrections is used as a normal map, V-Ray will display a warning for unexpected results.

Coat Bump Amount – Specifies a multiplier for the bump or normal map. This parameter is inactive with V-Ray GPU engine.



Options


These options are inactive with V-Ray GPU engine.

Trace Reflections – Global switch to toggle reflections for all layers.

Trace Depth – Specifies the number of times a ray can be reflected.

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

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