This texture creates a procedural flake normal map that can be used f.e. for car-paint-like materials. It is intended to be used as a normal map inside the bump slot of a material. Note that the map does not perform any filtering, so small flakes require a lot of AA samples to get clean.
The shader code is here: flakes.osl; a sample scene for 3ds Max is here: flakes.zip
Section
Column
width
100%
Parameters
Outputs
result - the flake normal map color
alpha - a black and white mask for the flakes
Inputs
flake scale - scales the entire flake structure up or down. Larger values zoom out of the map.
flake size - the relative size of the flakes.
flake size variance - determines the randomness of the flake size. 0.0 means all flakes have the specified size.
flake normal orientation - blends between the random flake normal and the smooth surface normal.