mi_bump_flakes

 
 
 

Category: mental ray > Texture

Shader Family: Texture

Output: Color

The bump flakes shader creates a bump map with the appearance of small individual flakes at slightly different orientations. It does so by gently modifying the current normal vector based on a procedurally generated flake texture.

To accomplish a full car paint effect, the bump flakes shader can be combined with the mi_metallic_paint and the mib_glossy_reflection shaders. To get all these connections automatically, use the mi_car_paint_phen shader, which also supports a dirt layer.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

flake_density

Sets the density of the flakes. The useful range is from 0.1 to 10.0, where lower values indicate less dense flakes (more flakes are given low color values near black) and higher values indicates denser flakes.

flake_strength

Sets the difference between the orientation of the flakes. The useful range is between 0.0 and 1.0, where 0.0 means that all flakes are parallel to the surface (which disables the effect) and higher values mean that the difference between each flake's orientation becomes larger and more varied.

flake_scale

Sets the size of the flakes. The procedural texture is calculated in object space, and will follow the object. Keep in mind that the scale is therefore influenced by any scale transformation on the object instance.