Hey guys,
I am trying to make flakes on a paint material,
like this one in the Car paint:
I am not sure how to approach this, or basically which chunk should I override.
Any guidance on this would be appreciated.
Thanks
Hey guys,
I am trying to make flakes on a paint material,
like this one in the Car paint:
I am not sure how to approach this, or basically which chunk should I override.
Any guidance on this would be appreciated.
Thanks
Hi @Saad_Haider,
Not sure how deep you want to go with this, but if you are looking for a way to mix a second detail map with your primary diffuse channel, you can turn use the new detail map channel.
This is not exposed in the editor yet, you can set it in a script.
https://developer.playcanvas.com/en/api/pc.StandardMaterial.html#diffuseDetailMap
Thanks @Leonidas
I remember this guys PR, for anyone else, he also made a public project showcasing how to use the maps: here it is:
https://playcanvas.com/project/671513/overview/detail-maps-test
Hi @Saad_Haider, just in case you are still searching around for this:
This is an older project, doesn’t use the new detail map channel but it renders nice flakes:
https://playcanvas.com/project/499271/overview/specular-flakes
Thanks @Leonidas , that definitely will help me!
You may be able to achieve a similar affect to the custom shader chunks in https://playcanvas.com/project/499271/overview/specular-flakes if you use clear coat in the Standard material - it can give you metallic flake specular under a smooth clear coat specular - like in this engine example: https://playcanvas.github.io/#graphics/material-clear-coat.html - ideally you would want to use a detailed normal map with object-local space tri-planar mapping to get consistent flake density.