Multiscale flakes means that at distance they converge to a smooth reflection while at close views they act like singular flakes; in other words.. they act like their real life counterparts. In facts generally we can see flakes only at close inspection however even when we don't see them directly they still give the characteristic appearance to metallic paints we know and like ...
The Metallic Paint uber shader is a powerful three layers material able to simulate the complete light transport that happens within the layers. With full control over the Base, Flake and Coating layers you'll be able to match any industrial appearance while still being able to give it any artistic look you'll feel appropriate.
We support both geometrical optics and wave optics glints, flakes, brushed patterns and scratches. Unlike in geometric optics, the contributions from different parts of the surface can sum non-linearly due to interference effects, that creates the characteristic diffraction effects of wave optics.. those colored patterns we see sometimes on metals, metallic paints etc ...
As opposed to pattern-based (voronoi etc.), our flakes are actually BRDF-based, meaning they are real discrete speculars that converges to a smooth continuous specular when their density reaches a certain threshold. This allows flakes and glints to be fully resolved by the renderer and so to properly 'glitter' instead of 'flicker' in animations ...
We call them ‘flakes’ but technically these are discrete reflections. Discrete here means that reflections are broken as in reality and not just infinitely smooth and continuous as generally in computer graphics. This gives an instant boost in realism and being procedural they can support infinite detail as opposed to bitmaps ...