hello today ill teach yall how to do car paints
so first one up is pearlescent paint
so les start
Firstly get your car, create new materail and go to shaders tab
![](https://static.wixstatic.com/media/bc4589_749bc7d3610946eb9830d17eea5b8b00~mv2.png/v1/fill/w_980,h_619,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/bc4589_749bc7d3610946eb9830d17eea5b8b00~mv2.png)
next up is shift a and search for layer weight
shift a again and search for color ramp https://gyazo.com/7c849133e74bf6e4dae881b993227f7d
now connect layer weight facing to color ramp and color ramp to base color
so now change this to first color on car u see (lets say aqua)
now change the this to last color u see on car (lets say black)
now click this plus and change it to second color u see on car (color in middle)(lets say its purple)
now u can move this
if u want
now u can move this if u want how u like
also u can move this if u want just adjust it to your liking
and pearlescent is done
also guys ALWAYS preview/lookdev your materials under non-studio HDRi maps and compare it to reference
![](https://static.wixstatic.com/media/bc4589_d65e10000fbc4797b648b0651e462e33~mv2.png/v1/fill/w_980,h_409,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/bc4589_d65e10000fbc4797b648b0651e462e33~mv2.png)
![](https://static.wixstatic.com/media/bc4589_f3597e5e8a444156beb9e21f73f43f2d~mv2.png/v1/fill/w_980,h_631,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/bc4589_f3597e5e8a444156beb9e21f73f43f2d~mv2.png)
for your basecoat you need to lower the specular and pull the roughness up so that you wont get double and smoky reflections seen above
it would also be preferrable to seperate the clearcoat by itself so that you can control it's ior and isolate it so that you can better see how the surface imperfections affect the clear coat
basic setup
if you want metallic just put the metallic to 1
if you want regular gloss put the metallic to 0
theres no inbetween
its either dielectric (0) or metallic (1)
![](https://static.wixstatic.com/media/bc4589_cba6cecd95d84da890d43c491d5bf0bd~mv2.png/v1/fill/w_711,h_782,al_c,q_90,enc_auto/bc4589_cba6cecd95d84da890d43c491d5bf0bd~mv2.png)
![](https://static.wixstatic.com/media/bc4589_c8d69e52687e427ca6f4b736c6642e40~mv2.png/v1/fill/w_708,h_781,al_c,q_90,enc_auto/bc4589_c8d69e52687e427ca6f4b736c6642e40~mv2.png)
![](https://static.wixstatic.com/media/bc4589_afec2f25f10f49fbb60f7419d517d82c~mv2.png/v1/fill/w_980,h_546,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/bc4589_afec2f25f10f49fbb60f7419d517d82c~mv2.png)
if youre using eevee you need to take in mind that some of the maps wont have that much of an effect due to the lack of light bounces, the reason why anisotropy wont show up in eevee
![](https://static.wixstatic.com/media/bc4589_9b3d175563d346e694175167e2100469~mv2.png/v1/fill/w_980,h_644,al_c,q_90,usm_0.66_1.00_0.01,enc_auto/bc4589_9b3d175563d346e694175167e2100469~mv2.png)
some maps also need high samples in order to be really noticeable (mostly microroughness imperfections like swirls, etc) so it doesnt mean that as long as you render in cycles or any other path-trace renderer its guaranteed to be noticeable
maps i used
flakes
swirls/scratches
you can also replace flakes texture maps with procedural noise if youre not planning to do a closeup render
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