Hello everybody.
I am pretty new to blender and trying to set up a car paint shader.
I was following a lot of youtube instructions and everybody seems to use a voronoi texture for the metallic flakes.
It looks great in most examples, but everytime I am trying it in my own setup I am ending up with the highlights of the flakes looking kind of square shaped.
It is getting more obvious as soon as the roughness of the flakes is pretty low and the light got high values.
Does anybody have a clue?
Hi, i presume you uv mapped the object? if you did you need to plug the uv from the texture coordinates to the mapping, not the object.
Odilon Loiez addressed square highlights in his BCon LA talk. You can watch it here:
Unfortunately your node tree is cutoff on the screenshot, so I can’t really judge, if you run into the same issue as he was.
2 Likes
Thanks for the link. I will have a look.
Posting the full node graph to make it easier to follow.
Great video. Thank you so much!
Explanation and solution starts at around 17:30 for anybody who might run into the same problem.