Note
This page is under construction.
Pearloid
Pearloid is a type of synthetic material (celluloid plastic) designed to mimic the appearance of mother of pearl. It’s often used in making musical instruments and decorative items, to give a lustrous iridescent finish.
Inputs
Base
Color
Specifies the base color.
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Roughness
Controls the roughness of the base layer.
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Transmission Weight
Controls the Transmission Weight of the base layer.
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IOR
Controls the Index of Refraction of the base layer.
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Flakes
Weight
This multiplier scales the reflection intensity received by the celluloid flakes.
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Density
Controls the density of the celluloid flakes.
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Tint
Sets the color of the flakes tint in the paint.
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Scale
Adjusts the size of the flakes.
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Randomness
The randomness of the flake shape.
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Grain Scale
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Roughness
Specifies the roughness of the flakes.
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Absorption
Specifies the degree of light absorbed by the pigment before it is reflected off the flakes.
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Seed
Flake Depth
Intensity
Controls the intensity of the depth seperation between flakes. At 0.0, all flakes have the same depth. At 1.0, flakes will have a large difference in depth.
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Threshold
Controls the depth at which flakes start to appear.
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Flake Normal
Distance
Multiplier for the height value to control the overall distance.
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Roughness
Controls the normal map roughness.
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Variation
This parameter determines the extent to which flake orientation deviates from the surface normal. A value of 0.0 means minimal deviation, aligning flakes closely with the surface. Higher values intensify the flake effect, making it more pronounced.
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Pearlescence
Weight
Adjusts the intensity of the pearlescent effect.
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Thickness (nm)
Controls the thickness (nanometers) of the thinfilm layers.
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IOR
Diffraction
Weight
Controls the intensity of the diffraction effect.
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Spread
Adjusts the spread of the diffraction effect.
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Tangent
Sets the tangent mapping for diffraction effects.
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Coat
Weight
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Roughness
Controls the roughness of the clear coat layer.
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Tint
Specifies the tint of the clear coat layer.
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Outputs
Shader
Standard shader output.