Page Contents ×

This page provides information about the Flakes material in V-Ray for SketchUp.

 

Overview


The Flakes material is created by adding a Flakes layer on top of a Generic material and cannot be found in the Creation menu of V-Ray Asset Editor. Applying the Flakes material as a layer provides flexibility in creating advanced materials.

 



UI Options


The Generic material settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

An Add Layer button is provided for some V-Ray materials, including Generic. You can select an additional layer that can add up to the appearance of the material. Note that the added layers can be removed and rearranged, as shown on the Materials page.

The context options of the Color Slot allow to Copy and Paste a color from one color slot to another, as well as to reset the color selection.

A Reset option is provided in the context menu of each Number Slider. You can reset the slider value to the default one.

 

 

 

Flakes


Some of the options are available only in Advanced mode.

Color – Specifies the color of the metal flakes.

Glossiness – The glossiness of the metal flakes. It is not recommended to set this above 0.9 because it may produce artifacts.

Orientation – Controls the orientation of the flakes relative to the surface normal. When this is 0.0, all flakes are perfectly aligned with the surface. When it is 1.0, the flakes are rotated completely randomly with respect to the normal. Values above 0.5 are not recommended because they can produce artifacts.

Density – Controls the number of flakes for a certain area. Lower values produce fewer flakes and higher values produce more flakes. Set this to 0 to produce a material without flakes.

Scale – Controls the scale of the entire flake structure.

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

Mapping / UV – Specifies the method for mapping the flakes. Specifies the mapping channel for the flakes when the Mapping method is set to Mapping Channel.

Filtering Mode – Determines the way the flakes are filtered. Filtering is extremely important to reduce the work required to produce a clean image.

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 structure. Higher values require more RAM, but tiling is reduced. Be careful when using the Directional filtering method because it may quickly take up gigabytes of RAM for larger map sizes.

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

 

 



 

 

 

All other material settings are part of the Generic material and can be found on the Generic material page.