Carpaint BSDF

Description

../../../_images/carpaint.jpg

Example of a metallic blue car paint BSDF

BSDF This BSDF simulates an absorbing and diffusive dielectric layer loaded with shiny particles. It is mainly used for modelling advanced car paints. The particle texture is visible when rendering close-ups or high definition pictures.

Note

Using this feature requires an Advanced Edition license

Children Nodes

Filter shader dye

Absorbance of the dielectric layer in m-1

Filter shader pigment

The spectral diffuse reflectance, or albedo, of the undercoat

Filter shader particle

The spectral reflectance of particles

Scalar shader diffusionthickness

The typical diffusion length inside the layer. A smaller value corresponds to higher diffusion

Scalar shader particleroughness

The particles roughness exponent, between 0 (very rough) and infinity (specular)

Scalar shader surfaceroughness

The layer surface roughness, between 0 (very rough) and infinity (specular)

Parameters

name

type

description

ior

real

The refractive index, which controls the surface reflectivity and refraction within the layer. Must be 1 (no specular reflection) or greater

particlesize

real

The size of particles in m

particledisalignment

real

An exponent parameter governing the distribution of particle directions, between 0 (random orientations) and infinity (aligned with the surface)

Ocean XML 4.0 example

<bsdf type="carpaint" name="bsdf" ior="1.5" particlesize="0.0005" particledisalignment="0.5">
   <filtershader type="uniform" name="dye">
      <spectrum type="rgb" name="spectrum" red="1" green="0.8" blue="0" gamma="2.2"/>
   </filtershader>
   <filtershader type="uniform" name="pigment">
      <spectrum type="rgb" name="spectrum" red="0.3" green="0.5" blue="0.8" gamma="2.2"/>
   </filtershader>
   <filtershader type="uniform" name="particle">
      <spectrum type="rgb" name="spectrum" red="0.8" green="0.8" blue="0.9" gamma="2.2"/>
   </filtershader>
   <scalarshader type="uniform" name="diffusionthickness" value="0.4"/>
   <scalarshader type="uniform" name="particleroughness" value="0.1"/>
   <scalarshader type="uniform" name="surfaceroughness" value="0.01"/>
</bsdf>