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Hey guys! In part 3 I will be picking up where we left off and continuing to shade our car surface. This time I will be bringing in the new Redshift Flakes Utility Shader, and going over all the parameters and how they work. 

After that I will apply this knowledge in a practical sense to begin adding metallic flakes to our car paint. I will also explain how we can use the different outputs to make more complex layered car paint materials with added flexibility and control to get different looks to our paint.

This will lay down the foundations for more interesting car paints in the final part 4 and how we can use these Flake outputs and inputs to vary the response of the flakes beyond just having the surface normals being shifted. so head on over to part 4 to wrap up this project and go over the new backplate feature.

Free Backplate by Raffaele Galli

https://cgiout.gumroad.com/l/osGuW 

Free car model download by Marc Shephard

https://marcsmen08.gumroad.com/l/ptnul 

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Patreon Tutorial #46 - 1970 Triumph Stag Project - Part 3

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