Car Paint Model
Last updated
Last updated
This model represents a material that provides the visual qualities to a car's paint features. It allows for selecting and editing:
Environment Mapping
Normal Mapping
Base Coat Color
and Roughness
Clear Coat Color
and Roughness
Metallicness
and Shadow
Sensitivity
.
All these Attributes are described in greater detail below.
This Attribute provides the Name
of the Material as well as the Shading model
type. It also sets the Alpha
value if it is toggled on.
The Alpha
channel is additional to the RGB channels and adds a kind of transparency to the object by mixing the background and foreground colors. For example, if the Alpha
value is set to 0.5, then this would result in a 50% mix of the object and its background, providing a semi-translucent quality.
This enables the user to set a Texture
which reflects the environment around an Object, meaning that the Object reflects the surface surrounding it (whether that be the background, another Object, or both combined.).
The two types of offset allow the beginning of the image on the provided Texture
to be "delayed" in either the x or y direction. The resulting "cut off" piece wraps around to the start of the image.
U offset (deg)
moves the image from left to right (X-axis) and V offset (deg)
moves the image from bottom to top (Y-axis).
A normal is a line perpendicular to the surface of some object. Normal mapping distorts these normals and simulates a surface with light and shadow, even if the object surface itself is flat. This is only possible with a light source. The Normal Map
sets this surface and Use Normal Map
toggles it on and off.
Albedo
is the base diffuse color of the car.
Specular
is the point of reflection of the light source.
Roughness
determines how rough an object is, limiting or strengthening reflectivity.
Metallic
determines how much the surface simulates a metal-like quality, appearing shinier and harder or rougher and duller.
The Albedo
here is the color of the glossy finish of a car, which sits at the top layer as a color that one can see through.
Specular
is the point of reflection of the light source.
Roughness
determines how rough an object is, limiting or strengthening reflectivity.
Metallic
determines how much the surface simulates a metal-like quality, appearing shinier and harder or rougher and duller.
Fesnell
encompasses the idea of the angle of incidence (the angle between the line of sight of the observer and the object being observed) influencing the perceived reflectivity of a surface. A wider angle creates less reflection and a smaller angle creates greater reflection.
Shadow sensitivity
decides the percentage of the shadow's influence. So if set to 0, the surface will not be influenced by the shadow at all. At 100% the surface would be totally black and at 50%, even if the Object's surface stands in a shadow, it will still retain 50% of its own color.