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Overview

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V-Ray Car Paint 2 is a material that simulates metallic car paint. It is a complex material with three layers: a base diffuse layer, a flake layer, and a clear coat layer. The material allows the adjustment of each of these layers separately. The Car Paint 2 material uses GGX BRDF type and offers a base glossiness tail falloff option.

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Input Sockets

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This section lists input sockets that are not found in the Properties tab but only as inputs for the node.

Flake Random Color – Sets colors from the specified map to the flakes in a random pattern. Only the u-axis of the map is sampled for colors (the bottom part of the image).

Coat Bump Color – Allows the user to select a texture for the coat bump map. Leaving this unconnected turns off bump mapping.

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

Base Bump Color – Specifies a bump texture for the base layer.

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Base Layer Parameters

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Base colorColor – Specifies the diffuse color or map for the base layer. A color node can be connected to control this parameter.

Base Reflection – Specifies reflectivity value or map for the base layer. The reflection color itself is the same as the Base colorColor. An integer node can be connected to control this parameter.

Base Glossiness –  Specifies the reflection glossiness value or map for the base layer. Higher values, like the default value, make the highlights sharper, while lower values make the transition more subtle. An integer node can be connected to control this parameter.

Base Glossiness Tail – Controls the transition from highlighted areas to non-highlighted areas. Higher values, such as the default value, make the highlight transition sharper and lower values make the glossiness tail more diffuse. An integer node can be connected to control this parameter.

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

Base Bump Color – Input port for a bump texture for the base layer. Base Bump Amount – Specifies a bump amount for the base layer Base Bump Color. An integer node can be connected to control this parameter.

Base Bump Type – Specifies the type of the how to read the Base Bump Color map. 

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Flake Layer Parameters

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Flake Color – Specifies the color or map of the metal flakes. The Flake Random Color – Input port for a random color map that colors the flakes in a random pattern. Only the u-axis of the map is sampled for colors (the bottom part of the image) input allows you to use a node for this parameter.

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 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 fewer 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 when Mapping typeType is set to Mapping channel.

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

See the Flake Scale example below for more information on the scale parameters.

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 – The random seed for 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.

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

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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.

Coat Bump Color – Input socket for a texture for the coat bump map. Leaving this unconnected turns off bump mapping. A color node can be connected to control this parameter.

Color Bump Amount – A multiplier for the bump map effect.

Coat Bump Type – Determines how the Coat Bump Color parameter is interpreted.

Bump Map – Uses a bump map to determine the bump effect of the material.
Normal Map in Tangent Space – Uses a tangent normal map to determine the bump effect on the material.
Normal Map in Object Space – Uses an object space normal map to determine the bump effect on the material.
Normal Map in Screen Space – Uses a screen space normal map to determine the bump effect on the material.
Normal Map in World Space – Uses a world space normal map to determine the bump effect on the material.
From texture bump output – Uses the texture bump output to determine the bump effect on the material.
Explicit 
 Sets the normals to adhere to a specific value rather than being dependent on a face. As a result, any changes made to the position of a face do not affect the normals, which remain unchanged. 

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Options

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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 going to be 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 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.

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