Produces a bumped normal that simulates a flake-like perturbation. Connecting this to a the Bump Normal parameter of PxrLMMetal can create metallic fleck paint.
Connect your bump pattern here if you wish to add flakes on top of it. Ignored if not connected.RIB: normal inputNormalDefault: 0.0 0.0 0.0
This increases the distribution of flake normals, or their deviation from the base normal.
0.0 0.1 0.2 0.4 0.8 RIB: float flakeAmountDefault: 0.5
Changes the global size of the metal flake features.
10 20 40 80 RIB: float flakeFreqDefault: 57.3
Changes the number of metal flakes for a given area. Valid between 0 (no flakes) and 1 (all flakes).
1.0 0.5 0.25 0.125 RIB: float densityDefault: 1.0
Changes the size of metal flakes. Pushing the value above one will create something akin to galvanized metal.
0.25 0.5 1.0 2.0 RIB: float sizeDefault: 1.0
Number of octaves of noise to calculate flakes. Most of the time, 1 is enough.
1 2 3 RIB: int octavesDefault: 1
Jitters the flake's position. 0.0 gives a grid-like organisation and 1.0 looks very random.RIB: float jitterDefault: 0.75
Make sure flakes normals are always in the same hemisphere as the original normal.RIB: int validateNormalsDefault: 0
The manifold over which to apply the flakes.The default (when there is no connected manifold) is P in object-space. This will work fine if your object is not deforming.
If your object is deforming :
- Add a __Pref primvar to your geometry in its un-deformed state.
- Create a PxrManifold3D node and connect it to the PxrFlakes node.
- In the manifold's Pref field enter: __Pref
- In the manifold's Coordinate System field enter: objectRIB: struct manifold
The bumped normal.
The flakes' mask. This is a black and white mask that may allow you to tint flakes or change their roughness, for example.