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