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The Coat tab is part of the V-Ray Mtl parameters.


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.

Coat Anisotropy (-1..1) – Allows an integer-outputting node to determine the shape of the coat highlight. A value of 0.0 means isotropic highlights. Negative and positive values simulate 'brushed' surfaces. The accepted values are in the range from 0.99 to -0.99.

Coat Anisotropy Rotation – Allows an integer-outputting node to determine the orientation of the anisotropic effect in a float value between 0.0 and 1.0 (where 0.0 is 0 degrees and 1.0 is 360 degrees).

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Coat

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Coat color Color Determines the coat layer's color. A texture map can be used here.

Coat amountAmount Specifies the blending weight of the coat layer. A value of 0 doesn't add a coat layer, while higher values blend the coat gradually.

Coat glossinessGlossiness – Controls the sharpness of reflection. A value of 1.0 means perfect glass-like reflection; lower values produce blurry or glossy reflections.

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

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Example: Coat Amount


This example shows how the Coat amountAmount value affects the look of the material. The base Reflection Glossiness is 0.76, and the Coat glossinessGlossiness is set to 0.985. Coat IOR is 2.2, and the Coat colorColor is the default white

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Example: Coat Glossiness

Coat glossiness Glossiness controls the sharpness of the coat reflection. In this example, the base Reflection Glossiness is set to 0.76, and the Coat amountAmount is set to 1. Coat IOR is 2.2, and the Coat colorColor is the default white. Notice how higher values produce a glossier reflection and lower values make it look blurry.

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Coat amountAmount = 0

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Coat amountAmount = 0.1

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Coat amountAmount = 0.3

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Coat amountAmount = 0.5

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Coat amountAmount = 0.7

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Coat amountAmount = 1.0

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Coat glossinessGlossiness = 0.2

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Coat glossinessGlossiness = 0.4

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Coat glossinessGlossiness = 0.6

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Coat glossinessGlossiness = 0.8

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Coat glossinessGlossiness = 1.0


Bump

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Coat bump lockBump Lock When enabled, it prioritizes the base bump map during rendering over the coat bump map. You can use it to temporarily hide the coat bump.

Coat Bump MapSpecifies the bump/normal map used as a coat bump. You can connect a node to this slot in the V-Ray Node Editor.

Coat Bump Amount A multiplier for the bump effect.

Coat Bump Type – Allows the user to specify – Specifies whether a bump map or a normal map effect is added.:

Bump Map – Uses a bump map to determine the bump effect of the material.
Normal Map in Tangent Spacetangent space – Uses a tangent normal map to determine the bump effect on the material.
Normal Map in Object Space object space – Uses an object space normal map to determine the bump effect on the material.
Normal Map in Screen Spacescreen space – Uses a screen space normal map to determine the bump effect on the material.
Normal Map map in World Spaceworld 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 normal
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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See Previous:

V-Ray Mtl Reflection



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See Next:

V-Ray Mtl Refraction

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