Scanned car paint- weird blotchiness

Hi,

Been playing with scanned paints lately (awesome!) but have hit a issue with this matte paint material. When lighting at shallow angles I get this nasty blotchiness. Already using my high render settings but tried cranking subdivs in the material itself as well as GI settings and tried adjusting the scale setting in the material, no matter what I try I get this blotchiness it’s in RT and final render too.

Thoughts?

Thanks,
Eric


Hi Eric,

When you say “scanned paints”, do you mean the vrscans materials?

If indeed it is a scanned sample, it’d help if you provided us with the actual filename.
It could be one of the early scans, left along for the ride (the newer ones are *much* better in all aspects).
In general, shallow angles are where issues come to the fore, however: it’s no surprise, if one thinks about it, as we are trying to observe (with the scanner) things which are nearly parallel to our direction of observation.
The early scans were slightly less sophisticated in this department, so they may show interpolation artifacts (which may or may not be the case for you.).

Yes vrscans.
Name of material is carpaint_black_matte_s

what is the difference between image 1 and 2?

..image 1 is normal vray material. image 2 is vray scanned material, and is very blotchy, as you can see in the image.

is this some render element (light perhaps?) , in general how to reproduce the problem ?

Ivaylo’s correct, i can’t reproduce the issue at all either.
A scene would be helpful.

can I email the scene to one of you? Don’t really want to share with everyone

You can PM any of us with a download link of we can give you ftp access, whichever way you prefer.

problem solved- My cars body panels were not UV mapped. I threw an automatic wrap on and boom renders totally clean/ as expected now. Vrscans seem to like UV mapping, seems similar to triplanar in that way?

Cheers!

You are right there: consider them just like you would any other textured shader! :slight_smile: