9

Car Paint Material/Shader (mental ray) 1579
Specula r exponent # 2—
The Phong exponent of
Specular Color #2.
Gla zed specular i ty # 1—Enables a special mode on
the primar y specular highlight called glazing.By
applying a threshold to the specular highlight, it
makesthesurfaceappearmorepolishedandshiny.
For a new sports car with a lot of wax, turn this on.
For a beat-up car in the junkyard, turn it off.
Left to right : Flake specularity only; standard specularity;
"glazed" mode enabled; "glazed" mode specularity with flakes
Reflectivity rollout
Reflection color—The color of the reflections in the
clear-coat layer. This is generally white.
Edge fa ctor—Clear coat tends to reflect more at
glanc ing angles (edges). This para meter defin es
the "narrowness" of this edge.
Edge ref lecti ons weight—Thereflectivestrengthat
theedge(generally1.0).
Facing ref lections weight—Thereflectivestrength
at facing angles (generally low: 0.1 - 0.3).
Glossy r eflection samples—Enables a glossy clear
coat. This p arameter sets the number of glossy
reflection r ays traced. A value of 0 disables
glossiness.
Glossy ref lections sprea d—Sets the amount of
glossiness. Cars are generally near-mirrors so this
value should be kept small.
Max distance—Limits the reach of reflective rays.
Single env ironment sampling—Optimizes lookup
of environment maps.
Dirty layer (lambertian) rollout
Real cars are rarely clean. This shows the dirt layer
(hand-painted dirt-placement map), including a bump map
applied in the dirty regions.
A simple Lambertian dirt layer covers the
underlaying paint and clear-coat layers.
Dir t color—The color of the dirt.
Dir t weight—Theamountofdirtinthelayer.This
is typically connected to a texture shader to obtain
variations in the dirt across the surface. If the value
is 0.0, no dirt is added.
Advanced options rollout