Trying to create a more complex flake pattern for a carpaint material so I’m stacking a few VrayCarpaint materials in VrayBlendMtl. I’m using additive mode, with a black diffuse and coating at 0 to isolate the flakes, but am finding that the coating of the carpaint materials is not behaving properly there: the higher carpaint materials in the stack override the base material’s coating, even if the higher material’s coating amount is set to 0. This means I can’t just add the flakes - is that a glitch or is it necessary that you should you always have the topmost material carry the glossy coating from the carpaint material?
Also - noticed that the Output options for bitmaps etc are working differently between RT and VRay for the coating glossiness.
b
Can you explain a bit more? I did a few tests, but didn’t notice anything wrong with this.
Best regards,
Vlado
I put two carpaints in a VrayBlend material, set the second to black diffuse, and coating to 0 and set the BlendMaterial to additive mode to create just an added flake layer. However, even with the coating strength set to 0 it overrides the coating of the base material, so it’s glossiness level and the coating colour swatch still drive the overall coating of the material, even in non-additive ways (i.e darkening the base coat)
My expectation was that the coating would only have an effect a) if the coating strength was >0 and b) if it was an additive result. Is that correct?
b