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This page provides information on the BRDFCarPaint material node.

 

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Overview

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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.

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Section

 

||shop Network|| > Material > V-Ray Material node > V-Ray > Material > Car Paint
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 ||mat Network|| > V-Ray > Material > Car Paint

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Node

The BRDFCarPaint node provides inputs for controlling various material properties. They correspond to parameters in the section below.

 

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Base

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Base

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Double Sided – When enabled, the material is double-sided.

Color

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 – Specifies the diffuse color for the base layer.

Reflection –

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Specifies the reflectivity of the base layer. The reflection color itself is the same as the

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base Color.

Glossiness –

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Specifies reflection glossiness for the base layer.

Bump Type – Specifies whether a bump map or a normal map effect

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is added to the base material. 

Bump

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 – Applies the map as a bump map.
Normal (Tangent)

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 – Applies the map as a normal map in tangent space.
Normal (Object)

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 – Applies the map as a normal map in object space.
Normal (Camera)

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 – Applies the map as a normal map in screen/camera space.
Normal (World)

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 – Applies the map as a normal map in world space.
From Bump

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 – The map is applied as determined by map type itself.
Explicit Normal

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 – Applies the map as an explicit normal.

Bump Strength

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 – Controls the strength of the the bump/normal effect on the base layer.

Trace Base Reflection

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 – Toggles reflections for the base layer

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Coat

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Strength 

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Specifies the strength of the coat reflections when the surface is viewed directly from the front.

Color

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 – Specifies the color of the coat layer.

Glossiness –

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Specifies the glossiness of the coat reflections.

Bump Type – Specifies whether a bump map or a normal map effect

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is added to the base material. 

Bump

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 – Applies the map as a bump map.
Normal (Tangent)

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 – Applies the map as a normal map in tangent space.
Normal (Object)

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 – Applies the map as a normal map in object space.
Normal (Camera)

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 – Applies the map as a normal map in screen/camera space.
Normal (World)

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 – Applies the map as a normal map in world space.
From Bump

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 – The map is applied as determined by map type itself.
Explicit Normal

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 – Applies the map as an explicit normal.

Bump Strength – Controls the strength of the the bump/normal effect on the coat layer.

Trace Coat Reflections – Toggles reflections for coat layer.

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Flakes

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Mapping Type

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 – Specifies the method for mapping the flakes. The possible values are:

Explicit

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 – The flakes are mapped using the specified channel.
Triplanar

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 – The material automatically computes mapping coordinates in object space based on the surface normals.

Mapping Channel 

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Specifies the mapping channel for the flakes when the Flake mapping type is set to Explicit mapping channel.

Color 

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Specifies the color of the metal flakes.

Glossiness –

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Specifies the glossiness of the metal flakes. It is not recommended to set this

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above 0.9

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 as it may produce artifacts.

Orientation – Controls the orientation of the flakes relative to the surface normal. When this

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is 0.0, all flakes are perfectly aligned with the surface. When it

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is 1.0, the flakes are rotated completely randomly with respect to the normal. Values

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above 0.5

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 are not recommended as they can produce artifacts.

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 For more information, see

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 The Flake Orientation Parameter example

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 below

Density

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 – Specifies the density (number of flakes) for a certain area. Lower values produce less flakes and higher values produce more flakes. Set this

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to 0.0

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 to produce a material without flakes. For more information,

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see The Flake Density Parameter example

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 below. 

Scale

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 – Scales the entire flake structure. For more information,

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see The Flake Scale Parameter

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example below.

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Size

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 – Specifies the size of the flakes relative to the distance between them. Higher values produce bigger flakes and lower values produce smaller flakes. For more information,

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see The Flake Size Parameter example

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 below. 

Map Size

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 – Internally the material creates several bitmaps to store the generated flakes. This parameter determines the size of the bitmaps. Lower values reduce RAM usage, but may produce noticeable tiling in the flake structure. Higher values require more RAM, but tiling is reduced. Be careful when using the Directional filtering method, as it may quickly take up gigabytes of RAM for larger map sizes. For more information, see

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the Antialiasing Filters example

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 below. 

Filtering Mode

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 – Determines the way the flakes are filtered. Filtering is extremely important to reduce the work required to produce a clean image. For more information,

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see The Flake Filtering Parameter example

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 below.

Simple

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 – This method is faster and uses less RAM but is less accurate. It averages the orientation of the flakes together, which may alter the appearance of the material when viewed from a distance. 
Directional

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 – This method is slightly slower and uses more RAM, but is more accurate. It groups the flakes based on their orientation before performing the filtering, so that the material appearance is preserved.  

Seed

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 – The random seed for the flakes. Changing this produces different flake patterns.

Trace Flakes Reflections

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 – Toggles reflections for flake layer.

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Options

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Trace Reflections for All Layers – When enabled, reflections

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are traced for all layers of the Car Paint material.

Trace Depth – Specifies the number of times a ray can be reflected. Scenes with lots of reflective and refractive surfaces may require higher values to look correct. A value

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of -1

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 specifies this option is controlled by the

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global Render Settings.

Subdivs – Determines the amount of samples for the glossy reflections of the different layers

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Cutoff

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 – Cutoff threshold for the reflections of the different layers.

Use Environment Override – Enables the use of the Environment Override color or texture.

Environment Override

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 – A color or texture that is used as an environment for the material.

Environment Priority

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 – Specifies the environment override priority when several materials override it along a ray path.

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Anchor
flakeOrientation
flakeOrientation
 
Anchor
flakeDensity
flakeDensity

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Example: The Flake Orientation Parameter


This set of images demonstrate the effect of

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the Orientation

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 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.

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Orientation: 0.0

 
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 Orientation: 0.3

 
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 Orientation: 0.5

 

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Example: The Flake Density Parameter


This set of images shows the effect of

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the Density

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 parameter. Note how larger values produce more flakes, but do not change the flake size.

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Density: 0.5

 
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Density: 1.0

 
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 Density: 2.0

 



Anchor

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flakeScale

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flakeScale

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Anchor

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flakeSize
 
flakeSize
 

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Example: The Flake Scale Parameter


This set of images

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demonstrates the effect of

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the Scale

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 parameter. Note how lower values scale the entire flake structure.

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Scale: 0.01

 
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Scale: 0.08

 

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Example: The Flake Size Parameter


This set of images shows the effect of the Size

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 parameter. Note how larger values make the individual flakes larger, but do not change their count.

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Size: 1.0

 
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Size: 2.0

 



Anchor

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flakeFiltering

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flakeFiltering

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Anchor

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flakeMapSize
 
flakeMapSize
 

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Example: The Filtering Mode Parameter


This example shows the effect of

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the Filtering Mode

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 parameter.

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 Filtering Mode: Simple


no anti-aliasing

 



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Filtering Mode: Directional


no anti-aliasing

 



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The flake orientation gets averaged, altering the appearance. The material transitions more abruptly from dark to light with the flakes appearing brighter and nosier.

 


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The material appearance is correctly preserved due to the higher filtering accuracy.

 



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Example: Anti-aliasing Filters


Here is an example briefly demonstrating the effect of different anti-aliasing filters on the final result.

Note that rendering with a particular filter is not the same as rendering without a filter and then blurring the image in a post-processing program like Adobe Photoshop. Filters are applied on a sub-pixel level, over the individual sub-pixel samples. Therefore, applying the filter at render time produces a much more accurate and subtle result than applying it as a post effect.

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 Filtering Mode: Simple 
 Map Size: 256
Flake maps take less than 1 MB

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 Filtering Mode: Simple 
 Map Size: 512
Flake maps take between 1 and 2 MB

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 Filtering Mode: Simple 
Map Size:1024
Flake maps take 5 MB

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Filtering Mode: Simple
Map Size: 2048
Flake maps take 21 MB

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Filtering Mode: Directional
Map Size:256
Flake maps take 10 MB

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Filtering Mode: Directional
Map Size:512
Flake maps take 40 MB

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Filtering Mode: Directional
Map Size:1024
Flake maps take 161 MB

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Filtering Mode: Directional
Map Size: 2048
Flake maps take 645 MB

 

 

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Notes

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Fancy Bullets
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  • The BRDFCarPaint material needs to precalculate several textures related to the flakes. Depending on the Flake map size parameterthe flakes Map Size parameter, this may take a few seconds. When using the swatch preview, this may lead to slight delays between changing a parameter and the update of the material swatch.