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This page offers information about the V-Ray BRDFCarPaint2 material node.

Overview

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The V-Ray BRDFCarPaint2 material node simulates a metallic car paint. It is a complex material with three layers: a base diffuse layer, a flake layer, and clear coat layer. The material allows the adjustment of each of these layers separately.

The new V-Ray BRDFCarPaint2's advantage is that it uses GGX BRDF type and offers base glossiness tail falloff option.

 

UI path: ||mat Network||

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 > V-Ray > Material > V-Ray Car Paint 2

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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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Example: Flake Orientation

 

This set of images example demonstrates the effect of the Orientation parameter. Note how lower values produce flakes more aligned with the surface normal, so that light is reflected more uniformly. Higher values produce more random flakes leading to more variation in the flake illumination. Here, Scale is set to 0.3, Size to 0.5, Density to 3 and Flake Orientation Tail is set to 2.

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Orientation = 0

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Orientation = 0.05

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Orientation = 0.1

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Orientation = 0.3

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Orientation = 0.5

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Orientation = 0.8

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Orientation = 1

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Example: Flake Density

 

This set of images shows example demonstrates the effect of the Density parameter. Note how larger values produce more flakes, but do not change the flake size. For this exampleHere, flake Scale is set to 0.110 3 and flake Size is set to 0.4004. 

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Density = 0.5

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Density = 1

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Density = 23

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Density = 45

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Density = 6

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Density = 107

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Example: Scale

 

This set of images example demonstrates the effect of the Scale parameter. Note how lower values scale the entire flake structure. For this exampleHere, Density is set to 5 6 and Size is set to 0.42.

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Scale = 0.011

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Scale = 0.25

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Scale = 0.75

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Scale = 2

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Example: Size

 

This set of images shows example demonstrates the effect of the Size parameter. Note how larger values make the individual flakes larger, but do not change their count. Scale is set to 1, the default valueDensity is set to 3.0, Orientation is set to 0.

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Size = 0.1

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Size = 0.25

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Size = 0.3

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Size = 0.5

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Size = 0.75

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