This page provides information on the BRDFCarPaint material node.
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The V-Ray Car Paint material simulates a metallic car paint. It is a complex material with four layers: a base diffuse layer, a base glossy layer, metallic flakes layer, and clear coat layer. The material allows the adjustment of each of these layers separately.
UI Paths:||mat Network||> V-Ray > Material > V-Ray Car Paint
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Double Sided– When enabled, the material is double-sided.
Color – Specifies the diffuse color for the base layer.
Reflection – Specifies the reflectivity of the base layer. The reflection color itself is the same as the base Color.
Glossiness – Specifies reflection glossiness for the base layer.
Bump Type – Specifies whether a bump map or a normal map effect is added to the base material.
Bump – Applies the map as a bump map. Normal (Tangent) – Applies the map as a normal map in tangent space. Normal (Object) – Applies the map as a normal map in object space. Normal (Camera) – Applies the map as a normal map in screen/camera space. Normal (World) – Applies the map as a normal map in world space. From Bump – The map is applied as determined by map type itself. Explicit Normal – Applies the map as an explicit normal.
Bump Strength– Controls the strength of the the bump/normal effect on the base layer.
Trace Base Reflection – Toggles reflections for the base layer