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||mat Network|| > V-Ray > Material > V-Ray Car Paint 2||out Network|| > V-Ray Render Elements node > V-Ray > Material > V-Ray Car Paint 2


 

Base Tab

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

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

Glossiness – Specifies reflection glossiness value or map for the base layer. Higher values such as the default make the highlights sharper, while lower values make the transition more subtle.

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.

Trace Base Reflections – 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 (Tangent)
Normal (Object)
Normal (Camera)
Normal (World)
From Bump Output
Explicit Normal

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

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Coat Tab

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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.

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

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

IOR – Specifies the Index of Refraction for the coat layer.

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

Bump Map
Normal (Tangent)
Normal (Object)
Normal (Camera)
Normal (World)
From Bump Output
Explicit Normal

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

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

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

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.

Flake Orientation Tail – Controls the transition from highlighted areas to non-highlighted areas.

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  to 0.0 to produce a material without flakes. See the Density example below.

Scale – Scales the entire flake structure. See the Scale example below.

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 Size example below.

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.

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

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