
When set to 1.0, the flakes are rotated completely randomly with respect to the normal. When set to 0.0, all flakes are perfectly aligned with the surface. The orientation of the flakes is relative to the surface normal. See the Flake Random Color example below for more information.įlake Orientation – Specifies the orientation value or map of the metal flakes. Only the u-axis of the map is sampled for colors (the bottom part of an image). Texture – Specifies a texture map to be used as the Flake Color.įlake Random Color – Sets colors from the specified map to the flakes in a random pattern. Higher values such as the default make the highlight transition sharper and lower values make the glossiness tail more diffuse.īase Trace Reflections – When disabled, the base layer only produces specular highlights, but no (glossy) reflections.īase Bump Color – Specifies a b ump texture for the base layer.īase Bump Amount – Specifies a b ump amount for the base layer.īase Bump Type – Specifies t he type of the map.įlake Color – Specifies the color or map of the metal flakes. The reflection color itself is the same as the Base color.īase Glossiness – Specifies reflection glossiness value or map for the base layer. Hi gher values such as the default make the highlights sharper, while lower values make the transition more subtle.īase Glossiness Tail – Controls the transition from highlighted areas to non-highlighted areas. Mix Strength – Specifies the blend amount for the Texture.īase Reflection – Specifies reflectivity value or map for the base layer. Texture – Specifies a texture map to be used as the Base color. Base color – Specifies the diffuse color or map for the base layer.
