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Overview

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The VRayStochasticFlakesMtl material can be used to simulate car paints, snow and other glittery materials. It works by simulating at render time the aggregated effect of a large number of mirror-like flakes scattered over the surface of an object. The material is somewhat similar to the VRayFlakesMtl and VRayCarPaintMtl materials, but uses less memory and avoids the tiling issues for these materials. The term stochastic means "using a random variable".

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titleUI Path: ||Right-click on the geometry|| > Assign New Material...
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||Right-click on the geometry|| > Assign New Material... > VRay section > VRay Stochastic Flakes Mtl


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||V-Ray Shelf|| > Right-click to Create V-Ray Materials button > VRay Stochastic Flakes Mtl

 

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||Hypershade|| > Window tab > Create... > VRay section > VRay Stochastic Flakes Mtl



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Colored Flakes Parameters

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The Colored Flakes parameters control the color and random hue and lightness of the flakes. The correct physical behavior is that the material appears darker, since the colored flakes/mirrors reflect only certain part of the spectrum. When viewed from distance, the aggregate color of the material converges to the average color of the flakes.

 

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Colored Flakes – Dropdown to enable Colored Flakes.

Off – No variance to the specified color for the flakes is applied. 
Random Hue 
– Enables randomized hue for the flakes. 
Random from Map
 – Enables use of a texture map for randomized colors.

Saturation – Determines the saturation variation of the colors for all flakes.

Lightness – Controls the lightness variation of the colors for all flakes.

Random Color Map – Available when Colored Flakes is set to Random from Map. Specifies a texture from which random colors are sampled and applied to the flake color.

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Only the bottom-most horizontal row of pixels from the texture are sampled; all other parts are ignored. See the Random Color Map example below for more information.

White Average – When enabled, renders colored flakes without the darkening effect. Note that this is not physically correct.

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Input ramp using V space

 

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Only Yellow-colored flakes are produced. Click on the image for a larger resolution.

 

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Advanced Parameters

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Blend Min – Specifies the number of flakes per pixel below which the flakes are computed. When the number of flakes per pixel is above this value, the material gradually transitions into a smooth (non-discrete) BRDF.

Blend Max – Specifies the number of flakes per pixel above which the material will only compute the smooth (non-discrete) BRDF. If the number of flakes per pixel is below this value, the material gradually transitions into discrete flakes.

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References

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The VRayStochasticFlakesMtl material is based on the Chaos Group paper "A Practical Stochastic Algorithm for Rendering Mirror-Like Flakes" (PDF Download).