Hey guys,
Is there a specific method for incorporating stochastic flakes into a car paint shader? Currently we use a blend shader, with a car paint set to base paint only, in the base of the blend. Then we drop a stochastic flakes above that on 50% blend (sometimes an inverted fresnel so the flakes are showing more on the facing side). Then we have a gloss coat on the top of those using a standard vray fresnel the blend.
When weve used this to match to location shoot stand-in cars its done pretty well, but we have been wondering if anyone can shed some light on an official way to use the stochastic flakes.
Is there a specific method for incorporating stochastic flakes into a car paint shader? Currently we use a blend shader, with a car paint set to base paint only, in the base of the blend. Then we drop a stochastic flakes above that on 50% blend (sometimes an inverted fresnel so the flakes are showing more on the facing side). Then we have a gloss coat on the top of those using a standard vray fresnel the blend.
When weve used this to match to location shoot stand-in cars its done pretty well, but we have been wondering if anyone can shed some light on an official way to use the stochastic flakes.
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