Hello community,
I am working on a car viz project and I am experimenting with the vray car paint shader and I am not able to adjust this shader so that it works. My problem is somehow the scaling of the flakes. When I use the default settings of the shader, it comes with the "explicit mapping channel" option. No clue what the channels do or where to look, but I assume it takes in account what my actual uv´s of the car look like.
Mine are within texture space (the square where everything should be in) mapped, since I have some decals on the car.
Anyway, If I use this setting, I am actually out of range of the flake density, scale or size settings and I can´t get a convincing look.
When I change the mapping to "triplanar in object space", I assume, it projects the flakes from 3 sides in the size of the object onto the surface of it. My settings now seem to be in range, but I get crazy blurry regions. But only on the flakes, my textures look fine. Now, when I create a sphere and apply the same shader on it, it renders in different size (flakes are smaller). The size of the sphere was about the hight of the car.
When I distort the sphere to fit the length and width, I would assume, that the bounding box of the triplanar projection would be somewhat of the car and the flakes would be the same size as the car.......wrong! The flakes dont change the size. I am kind of clueless what the issue here is. I would be so thankful, if someone could get me this thing solved.
Very much thanks in advance.
As you can see, there is no distortion on the sphere. But the car looks crazy.
I am working on a car viz project and I am experimenting with the vray car paint shader and I am not able to adjust this shader so that it works. My problem is somehow the scaling of the flakes. When I use the default settings of the shader, it comes with the "explicit mapping channel" option. No clue what the channels do or where to look, but I assume it takes in account what my actual uv´s of the car look like.
Mine are within texture space (the square where everything should be in) mapped, since I have some decals on the car.
Anyway, If I use this setting, I am actually out of range of the flake density, scale or size settings and I can´t get a convincing look.
When I change the mapping to "triplanar in object space", I assume, it projects the flakes from 3 sides in the size of the object onto the surface of it. My settings now seem to be in range, but I get crazy blurry regions. But only on the flakes, my textures look fine. Now, when I create a sphere and apply the same shader on it, it renders in different size (flakes are smaller). The size of the sphere was about the hight of the car.
When I distort the sphere to fit the length and width, I would assume, that the bounding box of the triplanar projection would be somewhat of the car and the flakes would be the same size as the car.......wrong! The flakes dont change the size. I am kind of clueless what the issue here is. I would be so thankful, if someone could get me this thing solved.
Very much thanks in advance.
As you can see, there is no distortion on the sphere. But the car looks crazy.
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