PxrFlakes
PxrFlakes
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.
Input Parameters
Input Normal
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
Flake Randomness
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
Flake Frequency
Changes the global size of the metal flake features.
10 20 40 80 RIB: float flakeFreqDefault: 57.3
Flake Density
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
Flake Size
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
Octaves
Number of octaves of noise to calculate flakes. Most of the time, 1 is enough.
1 2 3 RIB: int octavesDefault: 1
Jitter
Jitters the flake's position. 0.0 gives a grid-like organisation and 1.0 looks very random.
RIB: float jitterDefault: 0.75
Validate Normals
Make sure flakes normals are always in the same hemisphere as the original normal.
RIB: int validateNormalsDefault: 0
Manifold
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: object
RIB: struct manifold
Output Parameters
resultN
The bumped normal.
resultA
The flakes' mask. This is a black and white mask that may allow you to tint flakes or change their roughness, for example.