Hey there,
I am currently trying to create a car paint shader by creating my own shader network using a glossy base material and a reflective coating.
Using the VRay Blend Material seems to be the proper choice for me but my problem is that I cannot find a way to mask the base layer by the reflection level of the clear coating layer to get physically correct results (where the clear coating is 100% reflective I do not want to see anything of the base layer at all and where it is 0% reflective because of fresnel I want to see the base layer as if it would be all on its own).
With Mental Ray's mia_material_x I would simply use the inverted reflection_level output as a mask for the base layer but in VRay I am missing a feature like this.
Anybody can help? The Vray Material's "reflectionColorAmount" looks promising to me but it neither works as a color map nor can I find any more info about it.
Any help is appreciated, thanks.
I am currently trying to create a car paint shader by creating my own shader network using a glossy base material and a reflective coating.
Using the VRay Blend Material seems to be the proper choice for me but my problem is that I cannot find a way to mask the base layer by the reflection level of the clear coating layer to get physically correct results (where the clear coating is 100% reflective I do not want to see anything of the base layer at all and where it is 0% reflective because of fresnel I want to see the base layer as if it would be all on its own).
With Mental Ray's mia_material_x I would simply use the inverted reflection_level output as a mask for the base layer but in VRay I am missing a feature like this.
Anybody can help? The Vray Material's "reflectionColorAmount" looks promising to me but it neither works as a color map nor can I find any more info about it.
Any help is appreciated, thanks.
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