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Clear coats are great for making a top glazed layer found in coated objects or paints like car paint, carbon fiber, and more. You can even use a bump exclusive to this layer to make for convincing coating imperfections. While roughness is available, this layer is intended for low amounts of roughness. You will notice in the parameter examples that the base diffuse is 50% grey to illustrate how this works as a coating. If you need a metallic surface, use the above Specular lobes.
Select which specular model to use: Beckmann or Ggx. Again, Ggx might be preferred for its "tail" or fade from the center highlight of reflected light sources.
Specular color at facing angle (0 degree incidence). Note that there is no separate gain control. To control the specular "gain", simply adjust the color value or connect it to a PxrExposure node.
Specular color at the glancing angle (90 degree incidence). To control the edge specular "gain", simply adjust the color value or connect it to a PxrExposure node.
Specular fresnel curve exponent. Lower numbers reduces the effect of Face Color while increasing the effect of Edge Color. Higher numbers reverse this. If your face and edge colors are the same, then there is no visible effect. Below we use a red Face Color and green Edge Color and increase the Fresnel Exponent from 0.1 to 1.5 and finally 5.0 with a small roughness.
Specular roughness. A greater value produces rougher or "blurry" specular reflection. At 1.0 it resembles a diffuse surface and at 0.0 it's a perfectly clear reflection. Most objects will be realistic somewhere in between these values. Texturing this value may give you interesting effects like smudges, greasy fingerprints, and worn surfaces. Below are values 0.0, 0.5, and 1.0
Controls the shape of the specular highlights and reflections. 0 means isotropy which produces the regular circular specular highlight. Values from -1.0 to 1.0 produce the range of ellipses (stretching) from wide to tall.
By default, the direction of anisotropy is controlled by the model texture parameters. If the Shading Tangent is specified, it is used instead. You may even "overdrive" the parameter by going further than -1.0 and 1.0.
Controls the anisotropy direction. Only valid when it is connected to a pattern. This is useful for making brushed metals.
Normal to use for the clear coat illumination. If this is not set, it will use the global bump normal specified in the Properties near the bottom of the page. Setting this separately can produce a "glazed" effect where you have a bumpy clearcoat above a smooth surface.
If on, illuminate on both sides of the surface for this clear coat lobe, that is, this will illuminate the surface whose normal is pointing away from the camera as well.