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This tutorial explains how to use the VRayStochasticFlakesMtl - a material used for adding flakes to simulate materials like car paints, snow and other glittery materials. Below, we show the workflow for creating a car paint.

The VRayStochasticFlakesMtl can be used separately or together with VRayBlendMtl.

 

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urlhttps://drive.google.com/uc?export=download&id=1XmubOPe3vAPEGG1cl-ICJmzA6WzmDGAW

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7. Select the Base VRayMtl and change its Diffuse Color to black and its Reflection Color to the desired car color. For this tutorial, use R2, G9, B30 valuesrgb (2. 9, 30).

8. Set the Glossiness parameter to 0.45 for more blurry reflections.

9. Unlock the Fresnel IOR and increase it to 14.0.

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Now that all the materials and textures are created and connected, adjust the settings of the VRayStochasticFlakesMtl. 

10. First, adjust the Flakes settings. Select the Flakes material.

11. Adjust the Number of flakes. There is no perfect value. You have to experiment with different values to achieve the desired result. In the current case, a value of 10 000 works well.

12. Adjust the Highlight glossiness to make the highlights blurrier or glossier. In this case the value of 0.75 works fine.

13. Set the Blur angle to 10.0 to blur the flakes.

14. Change the Reflection filter color if you want to tint the reflections. Set it to blue (R0, G9, B20) , i.e. rgb (0, 9, 20), for the purpose of this tutorial.

15. Leave the Мapping type to Explicit UVW channel, given your geometry has proper UVW mapping and set the Flake scale to 5 to make the flakes denser. Alternatively, you can also use Triplanar from object XYZ.

Some car paints have different metal flakes used to blend the paint. We can create colored flakes using the Random hue option from the Colored flakes rollout menu.

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