I am working on a car shader with stochastic flake material, but having the problem that the flakes seem very large to me although I have them already set at minimum (with mm units for the file settings).
I am also having trouble getting the flakes to only spread around the brightest lighted areas on the car.
Here is the light setup with a normal glossy reflective car material:

and here are just the flakes:

I put in a fallof fresnel map into the reflection map, set at 2.5 IOR.
BTW, this is a crop of a 6000x5000px rendering showing the whole car.
What I am looking for a is a nice subtle flakes effect that doesnt look like noise (the the client definitely doesnt want) but that subtle nice car paint flake shader.

Any help? I am clueless of what I am doing wrong.
I am also having trouble getting the flakes to only spread around the brightest lighted areas on the car.
Here is the light setup with a normal glossy reflective car material:
and here are just the flakes:
I put in a fallof fresnel map into the reflection map, set at 2.5 IOR.
BTW, this is a crop of a 6000x5000px rendering showing the whole car.
What I am looking for a is a nice subtle flakes effect that doesnt look like noise (the the client definitely doesnt want) but that subtle nice car paint flake shader.
Any help? I am clueless of what I am doing wrong.
Comment