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This is something that has been irking me for a while, as I've been working on a car project. I'm trying to create a paint (in cycles) similar to the the material in this image:

enter image description here

The problem is, whenever I try to make it, it always comes out looking to diffused or too sharp.

Here's my node setup:

enter image description here

And here's the render:

enter image description here

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  • $\begingroup$ Show us a setup of your nodes and any results you have rendered, also realistic is too subjective and open to interpretation, can you specify a set style.. like chrome or matte. $\endgroup$ – iKlsR May 23 '13 at 17:21
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    $\begingroup$ To truly evaluate the material, use a pure white environment like your reference. $\endgroup$ – bntser May 24 '13 at 2:28
  • $\begingroup$ Haven't you made it a bit too glossy? $\endgroup$ – A Wild RolandiXor May 24 '13 at 4:25
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    $\begingroup$ I'd like to see an answer with good explanations as to why each node is used, and how their values contribute to the resulting effect. And why changing certain control values change the result as they do. $\endgroup$ – jesterKing May 24 '13 at 6:53
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    $\begingroup$ Instead of mixing a bunch of glossy shaders, try mixing with a matte shader (diffuse or velvet). You can also play with using a fresnel as the mix factor. You'll probably just have to play around with the shader for a while to get something that looks nice. $\endgroup$ – Azmisov Oct 18 '14 at 20:28
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I'm not completely sure what you are going after, but for an image like the top one lighting will be very important.

I don't have car model to demonstrate, but hopefully this gives you some ideas:

enter image description here

Material nodes:

enter image description here

If you want that paint fleck look that a lot of car paints have, try using a voronoi texture to modify the normals of a glossy shader underneath the main surface:

enter image description here

enter image description here

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