NEW IN R20
This material channel calculates an additional, as a rule transparent, reflective layer that can, for example, be used for painted surfaces or those with a shiny finish. Since these reflective layers are always transparent, only dielectric Presets will be made available. The Coating reflection always lies on top of the Reflection layer.
Here you can define the color value with which the reflection should be multiplied on the Coating. Dark and deeply saturated colors will automatically lead to lesser reflections on this material layer.
This is a multiplication factor for the Coating layer’s reflections. Values in excess of 100% will lead to an amplification of the reflections over and above normal measure.
This setting can be used to define the degree to which the color defined in the Diffuse channel will be mixed with the Coating color.
This setting can be used to define the dispersion of the reflection. The larger the Roughness value, the more blurry the reflection will be in the layer. The surface will look correspondingly more used, matte and rough.
This setting defines the intensity of the Coating channel. Here you can either control the intensity of the reflective layer as a percentage or define the opacity via grayscale texture using Nodes.
This is a list of different refraction indices for dielectric materials such as glass and water. It’s not always necessary to select a preset that precisely matches the type of Coating defined. A clearcoat, for example, can also be simulated using the Glass preset.
If the dielectric material you want to simulate is not included in the Preset list, you can enter a custom refraction index here. Refraction indices are physical values that define the refractive behavior of a given material. A list of various refractive indices for real-world materials can be found online.
Bump Strength [-∞00..+∞00%]
UV Epsilon [0.001..100000%]
3D Epsilon [0.001..100000%]
Normal Strength [-∞00..+∞00%]
Swap Y and Z
As with the Uber material’s Diffuse and Reflection channels, the surface’s Normal direction also affect the calculation of the Coating. More information about this can be found under Normal Mode.