Enable flakes – When enabled, the material simulates flakes scattered on the surface of the object. When disabled, the material simply renders the specified brdf type with the specified glossiness. For more details, please see the Enable Flakes example below. Number of flakes – The number of flakes, expressed as the square root of the actual number of flakes in the unit texture square. For example, a value of 3000 generates 9,000,000 flakes in the unit texture square. The number of flakes value is restricted to 231 (a little over 2 billion), which means the highest useful value for Number of flakes is 46340. If you need more than 2 billion flakes, increase the Flake scale parameter. For more details, please see the Number of Flakes example below. Hilight glossiness – Controls the distribution of the flakes. Values close to 1.0 make all flakes oriented along the surface, whereas lower values randomize the normals of the flakes. For more details, please see the Highlight Glossiness example below. Hilight glossiness map – Allows the highlight glossiness to be controlled with a map. Blur angle – Controls the "softening" of the flakes effect. Higher values produce softer results while smaller values make the flakes sharper. Usually, value between 0.5 and 8 are used. Reflection filter – Specifies the reflection color of the flakes. Reflection filter map – Allows the reflection color to be controlled with a map. Mapping type – Specifies the way the flakes are scattered on the surface: Explicit UVW channel – the flakes are mapped according to the specified mapping channel. The density of the flakes on the surface depends on the way the UVs follow the surface. Triplanar from Object XYZ – the material uses a triplanar mapping to create the flakes. This mode is useful for objects that don't have suitable UV mapping. Map channel – Specifies which map channel to use, when mapping type is set to Explicit UVW channel. Flake scale – Allows to scale the texture space. For mapping type Explicit UVW channel scale 1.0 is recommended. For Triplanar from Object XYZ mapping, Number of flakes are distributed in each square unit in local object coordinates. In this case it is necessary to lower Flake scale (0.05, 0.01 or less) and increase Number of flakes, depending on the object size, especially if square artefacts are observed. The Number of flakes and Flake scale parameters are inversely proportional. This means that if you double the value of Number of flake and divide the Flakes scale by 2, the resulting flake density will be the same, although the flake pattern itself might change. |
BRDF type – Specifies the BRDF that is used to guide the distribution of the flakes: Beckmann – Uses a Beckmann distribution for the flakes. GGX – Uses GGX distribution for the flakes. The GGX distribution has a longer "tail" compared to Beckmann. Seed – Sets the random seed for the flakes. Changing this produces different flake patterns. |