Color – Specifies the reflection color of the flakes. Hilight Glossiness – Controls the distribution of the flakes. A value of 1.0. makes all flakes with normals perpendicular to the surface, whereas lower values randomize the normals of the flakes. For more information, see the Highlight Glossiness example below. BDRF Type – Specifies the BRDF 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). Flakes – When enabled, the material simulates flakes scattered on the surface of the object. If disabled, the material simply renders the specified BRDF type with the specified glossiness. For more details, see the Enable Flakes example below. Mapping Type – Specifies the way the flakes are scattered on the surface: Mapping 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. Tri-Planar – The material uses tri-planar mapping to create the flakes. This mode is useful for objects that don't have suitable UV mapping. Count – The number of the flakes expressed at 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 Scale parameter. For more details, see the Number of Flakes example below. Scale – Controls the scale of the flakes in texture space. When Mapping Type is set to Mapping Channel, a value of 1.0 is recommended. For Tri-planar 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. Angle – Controls the "softening" of the flakes effect. Higher values produce softer results while smaller values make the flakes sharper. Usually, values between 0.5 and 0.8 are used. For more information, see the Blur Angle example below.
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