I’m wondering how to create a car shader similar to the ones in these pictures. These are renders from Colorsponge using Vray. Whenever I try to create car paint, it often turns out mediocre. In my shader, I include normal flake maps, bump details for the coating layer, and some roughness details. I believe the issue might be related to the scale of the flake normals. However, when I scale them down, they just make the paint look noisy and rough. Could anyone recommend any tutorials on this topic?
Well, Vray has specific procedural “VRayFlakesMtl” that Corona doesn’t have. And while 3DS Max users can take advantage of OSL version, C4D users can’t. Which means you’re stuck with ‘lesser’ option to ‘fake it until you make it’.
For starters, look around, IIRC there are few examples… [ie. Nail polish/Carpaint aka “Glimmer”
Follow up question. My render times feel extremely slow. Is it normal for corona to take about an hour to reach a 3% noise level at 1080p? My scene only consists of the car and a ground/wall plane, and I’m rocking a 7950x.
I ran my normal map through Shadermap4 and converted it to a ‘‘real’’ normal map. Looks much better now IMO. The first one wasn’t working too well. As for the render time, It does seem normal but it’s hard to say without testing the scene. In this example it is 3456 x 1472px with a noise level limit of 4%. Render time was 1hr 30mins (mainly because of the displacement) on a AMD Ryzen 7 2700 Eight-Core Processor 3.20 GHz, GeForce GTX 1050 Ti. But without displacement, it was 6mins.