This shader creates a procedural flake normal map that can be used for materials such as car paint. Note that the map does not perform any filtering, so small flakes require more AA samples to become clean.
When connected to a normal_map shader use tangent as the output space on flakes, tangent as the input space (Mode) on the normal_map shader and disable Interpret 8/16 bit normal map as linear.
Scales the flake structure up or down. Larger values zoom out of the map, giving a larger number of flakes.
The relative size of the flakes.
Blends between the smooth surface normal (0) and the random flake normal (1).
Specifies the coordinate space used for calculating the random normals.
- World: points are relative to the global origin of the scene.
- Object: points are expressed relative to the local origin (center) of the object.
- Pref: short for 'vertex in reference pose'. The plugin can pass these vertices to Arnold (in addition to the regular, deformed vertices) which can, in turn, be queried by the shader so that the texture 'sticks' to the reference pose and does not swim as the mesh deforms. (Pref does not work with NURBS surfaces.)
- UV: the texture coordinates.
Specifies the space of the output normal vector.