Enable Flakes – When enabled, the material simulates flakes scattered on the surface of the object. If disabled, the material renders the specified BRDF type with the specified glossiness. For more details, please see the Enable Flakes example below. Num 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 is restricted to 231 (a little over 2 billion), which means the highest useful value for Num 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 orient all flakes with normals pointing more perpendicular to the surface, whereas lower values randomize the normals of the flakes. For more information, please see the Highlight Glossiness example below. 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. For more information, please see the Blur Angle example below. Reflect Filter – Specifies the reflection color of the flakes. Mapping Type – Specifies the way the flakes are scattered on the surface: Explicit UVW – 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 triplanar mapping to create the flakes. This mode is useful for objects that don't have suitable UV mapping. Mapping Channel – Specifies which map channel to use when Mapping Type is set to Explicit UVW channel. Flake Scale – Controls the scale of the texture space. When Mapping Type is set to Explicit UVW channel, a value of 1.0 is recommended. For Triplanar from Object XYZ mapping, the Num Flakes amount is distributed in each square unit in local object coordinates. In this case it is necessary to lower the Flake Scale value to 0.05, 0.01, or even less, and increase the Num Flakes value depending on the object size, especially if square artifacts are observed. The Num Flakes and Flake Scale parameters are inversely proportional. This means that if you double the value of Num Flakes and divide the Flake Scale by 2, the resulting flake density remains the same, although the flake pattern itself might change. |
Brdf Type – Specifies the BRDF used to guide the distribution of the flakes: GGX – Uses GGX distribution for the flakes (the GGX distribution has a longer "tail" compared to Beckmann). Beckmann – Uses a Beckmann distribution for the flakes. Seed – The seed for the randomization of flakes. Changing this value produces different flake patterns. |