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This page provides information about the Car Paint 2 node in V-Ray for Cinema 4D.

 

Overview


 

Car Paint 2 is a node that simulates a metallic car paint. It is a complex surface with three layers: a base diffuse layer, a flake layer, and clear coat layer. The node allows the adjustment of each of these layers separately. It uses GGX BRDF type and offers base glossiness tail falloff option.

 

 

Base Layer Parameters


 

Base color – Specifies the diffuse color or map for the base layer. 

Base Reflection – Specifies reflectivity value or map for the base layer. The reflection color itself is the same as the Base color

Base Glossiness –  Specifies reflection glossiness value or map for the base layer. Higher values such as the default make the highlights sharper, while lower values make the transition more subtle.

Base Glossiness Tail – Controls the transition from highlighted areas to non-highlighted areas. Higher values such as the default make the highlight transition sharper and lower values make the glossiness tail more diffuse.

Base Trace Reflections – When disabled, the base layer only produces specular highlights, but no (glossy) reflections.

The Bump options allow connecting a bump map to the base color and controlling its amount, as well as type.

 

 

Flake Layers Parameters


 

Flake Color – Specifies the color or map of the metal flakes. 

Flake Random Color –  Sets colors from the specified map (e.g. File or Ramp) to the flakes in a random pattern. Only the bottom row on u-axis of the map is sampled for colors.

Flake Orientation – Specifies the orientation value or map of the metal flakes. The orientation of the flakes is relative to the surface normal. When set to 0.0, all flakes are perfectly aligned with the surface. When set to 1.0, the flakes are rotated completely randomly with respect to the normal. Values above 0.5 are not recommended as they can produce artifacts.

Flake Orientation Tail – Controls the transition from highlighted areas to non-highlighted areas.

Flake Glossiness – Specifies the reflection glossiness value of the flakes.

Flake Density – Specifies the density (number of flakes) for a certain area. Lower values produce less flakes and higher values produce more flakes. Set this to  0.0 to produce a material without flakes. 

Flake Scale – Scales the entire flake structure.

Flake Scale Triplanar – Scales the entire flake structure when the Mapping Type is set to Triplanar.

Flake Size – Specifies the size of the flakes relative to the distance between them. Higher values produce bigger flakes and lower values produce smaller flakes. 

Flake Map Size – 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. 

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

Mapping Type – Specifies the method for mapping the flakes.

Mapping channel – The flakes are mapped using the specified channel.
Triplanar – The material automatically computes mapping coordinates in object space based on the surface normals.

Mapping Channel –  Specifies the mapping channel for the flakes when the Flake mapping type is set to Mapping channel.

Flake Trace Reflections – When disabled, the flakes only produce specular highlights, but no actual reflections are traced.

 

 

Coat Layer Parameters


 

Coat Color – Specifies the color or map of the coat layer.

Coat Amount – Specifies the thickness amount of the coat layer. A value of 0 does not add a coat layer, while higher values blend the coat gradually.

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

Coat Glossiness – Specifies the glossiness value or map of the coat reflections.

Coat Trace Reflections – When disabled, the clear coat will only produce specular highlights, but no actual reflections.

The Bump options allow connecting a bump map to the base color and controlling its amount, as well as type.

 

 

Options


 

Trace Reflections – When disabled, reflections from the different layers are not traced (they will only produce specular highlights).

Trace Depth – Allows the user to control the maximum number of times a ray is going to be reflected by the material.

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

Cutoff Threshold – Specifies the cutoff threshold for the reflections of the different layers.

 

 

Environment Override


 

Use Environment Override – Enabled environment override.

Environment Override – Specifies the Environment override texture for this material. 

Environment Priority – Specifies the priority of the material.

 

 

 

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