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The Car Paint 2 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.

From the Add Attribute button,you can select additional attributes that can add up to the appearance of the material. For more information, see theAdd Attribute section.

UI Text Box
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Holding down Ctrl while having the Add Attribute or Add Layer menu open, allows selecting multiple entries without closing the dropdown.

The context menu of the Color slot provides options to Copy and Paste, as well as to Reset the color.

A Reset option is provided in the context menu of each Number Slider.

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Parameters

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Some parameters are available only in Advanced mode.


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Base

Color – Specifies the diffuse/reflection color for the base layer.

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

Glossiness – Controls reflection glossiness for the base layer.

Tail Falloff – Controls the transition from highlighted areas to non-highlighted areas. Higher values make the transition sharper, while lower values make the transition more diffuse.



Base Bump

Mode/Map – Specifies the type of bump map or normal map to apply to the base layer if a map file is specified.

Bump Map – A height map should be used.

Normal Map – RGB normal map should be used. Note that in most cases the normal map bitmap color space should be set to Linear to ensure correct results.

Local Space Bump – A height map should be used. Unlike the standard Bump mode, in this case the height is not measured in scene units. It is only determined by the raw texture values. Scaling objects will not affect the local space effect. This option has to be selected for the round edges effect (Edges texture used as bump).

Amount – A multiplier for the bump/normal effect.

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ID Number – ID Number is used to isolate objects with this same material as an R/G/B mask in the MultiMatte render element.

ID Color – Color is used to isolate objects with this same material as a mask with the specified color in the Material ID render element.

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Viewport Display

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Binding – Enables connection/binding between V-Ray and the corresponding base application material.

Texture – Selected Bitmap Viewport Texture – The selected texture is displayed in the viewport and it overrides all other material parameters. The viewport texture does not affect the way the material is rendered with V-Ray. It is mainly used for preview purposes. Keep in mind that procedural textures are not shown in the viewport, however, any Bitmap textures, including ones nested in procedurals, will be automatically displayed.

Disabling this parameter allows changing the base app material texture without affecting the V-Ray material.

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Override Control

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Outline


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Raytrace Properties


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Material ID


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