Metallic Car Paint – U-RENDER Tutorial


In this tutorial I will show you how to make a metallic car paint material. By the way, you can download this model on vizpeople.com. First let’s create a basic light setup,
otherwise it would be very hard to tell if the material settings we adjust are working or not. I create an area light, group it under a null
and adjust its position and shadow. Next I use a HDR environment map… activate diffuse IBL… … and enable the ground truth ambient occlusion. No matter how you start creating the material, either with the material preview or directly on the model … … be aware that you can adjust the shader baking resolution for material preview … … and live mode in the basic tab of the render settings. That’s important when using C4D Shaders. So let’s increase them to 512. There are at least three important aspects for a metallic car paint material: Base coat layer, flakes and the clearcoat. Create a U-Render Material… … rename it … … and assign in to the object. Let’s start with the base coat. The base coat defines the color and should be quite rough. So let’s choose a well saturated diffuse
color. In the reflectance channel let’s switch
to the hybrid workflow mode. In this mode you can use a specular reflection color and metalness texture at the same time. For the specular color we use a Cinema 4D noise shader. Choose a darker color and a brighter one and select the voronoi 1 noise. You don’t need to completely match the hue of your diffuse color. In some cases a slight hue shift creates nicer gradients. The brighter color should define the flakes. If you adjust the High Clip slider you can
easily adjust the size of the flakes. I change the projection type of the uv texture tag to cubic and increase the tiling. I also decrease the global scale of the noise. I also use a filter shader on top of it to
change the hue values a little bit faster. Copy and paste your noise into the metalness
texture channel and set them to gray values. Color values in the metalness channel don’t
influence the color of your material at all. The brighter the colors are, the more metallic
the appearance will be. And that’s exactly what we want to have
for our flakes. You also can use the dielectric F0 slider
to globally adjust the reflective behavior of your material. Copy the shader into the glossiness channel
too and adjust the gamma value as you like. As I mentioned earlier, set your base coat
rough but make sure that the flakes are glossy. Let’s copy the noise into the normal channel. As we have grayscale values, so I use a normalizer
shader to create a normal map. Always adjust the strength of the normalizer
to 500% and adjust the amount with the normal strength slider. Otherwise you will lose precision and that
can cause a bad result. By adjusting the normal strength we can force
the flakes to face into different directions. When increasing it we get a larger spread
of sparkling flakes. In our noise there are two values that I want
to access quickly and easily: the Global Scale and the High Clip. Instead of opening every noise shader let’s create a fast control object: Create a null object and add two user data values. One for the Global Scale and
one for the HighClip value. For the interface I like to use the float
slider. Duplicate the value by holding and dragging
control and left mouse button. Now you only need to right click on the value…
choose set driver… … and now choose set driven on every Global Scale value of your noises. Do the same steps for the High Clip value. Now we can easily adjust the amount
and scale of our flakes. I’m happy with the result so far, but I
miss something very important: Activate the Clear Coat channel. This dramatically changes the way
our material looks like. It also may look a little bit darker and that’s
because of the energy conservation. If you want to have slight imperfections of
the surface of your clearcoat, just use the normal texture in the clear coat channel. I recommend a simple noise shader for that. Remember to put the shader into a normalizer
here as well. That’s it!
A very nice metallic car paint material! With just a few adjustments you can create
a huge range of different materials! Thanks for watching!