Color – Specifies the color of the metal flakes. Glossiness – Controls the glossiness of the metal flakes. It is not recommended to set this above 0.9 as it may produce artifacts. Density – Controls the 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. Size – Controls the size of the flakes relative to the distance between them. Higher values produce bigger flakes and lower values produce smaller flakes. Orientation – Controls the orientation of the flakes relative to the surface normal. When this is 0.0, all flakes are perfectly aligned with the surface. When it is 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. Orientation Tail – Controls the transition from highlighted areas to non-highlighted areas. Random Color – Sets colors from the specified map to the flakes in a random pattern. Only the U (horizontal) axis of the map is sampled for colors (the bottom part of an image).
Mapping/UV – Specifies the method for mapping the flakes. Mapping Channel – Flakes are mapped using the specified channel. Triplanar – The material automatically computes mapping coordinates in object space based on the surface normals. UV Scale – Controls the scale of the entire structure, when the Mapping type is set to Mapping Channel. Triplanar Scale – Scales the entire structure, when the Flake mapping type is set to Triplanar. 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. Be careful when using the Directional filtering method, as it may quickly take up gigabytes of RAM for larger map sizes. Seed – Sets the random seed for the flakes. Changing this produces different flake patterns. |