Here’s my humble attempt to create the CarPaint shader with optional flakes. I’ll give a short description of some shader params to get you started, but before that I really should mention
Mario Marengo, Jason Iverson, Stu and Jordan
–this work really wouldn’t be possible without these great odforce guys (could I miss somebody? – sorry in advance for that).
Let’s get rolling:
M – this param denotes flakes distribution
Flakes Normal Angle Scope – normally should be left at 360 degrees. Experiment if you will
Flakes AmplitudeRoughness are self-explanatory, I hope.
Flakes Level – allows substracting/adding a constant number to flake’s brightness (amplitude).
Flakes Distribution Multiplier – this multiplies the M param.
Uv driven flakes toggle – this can changed theflakes normal to be driven by P if untoggled – experiment if you like.
Attenuation Distance – controls the distance from the cam at which flakes are visible – usel this to fight probable noise aliasing at some distance to dim down the flakes.
Sample Area Colors toggle – use this if you want the flakes to reflect the color of the surrounding (normally they reflect uncolored light).
Color multiplier – usually flakes look dimmer if Sample Area Color is used – use this to make flakes’ color more pronounced.
-Again I hope these do not need explanation as this is normal of any car paint shader.
-Most params are self explanatory. Use Simple Reflection Model toggle if you wish to disable most params in favor of speed and less complex reflection model.
-use this to add some non-linearity to the inner paint surface structure.
PS. This is true for v.045 shader version
PPS. Anybody willing to further explore the shader background can address this paper – http://www.mpi-sb.mpg.de/~guenther/carpaint/carpaint.pdf
PPPS. And, of course don’t hesitate to visit these links for more details: