Hi,
i very often do custom CarPaint materials with Mental Ray, as the pre-made material is quite clumsy and inflexible.
I usually achieve this by blending metallic base layer of rough colored reflection with mirror reflection used as a coating.
In 3ds Max this is super easily achieved by using blend material with two materials blended by falloff node set to Fresnel IOR mode.
In Maya, such an essential thing is being really pain so far. I discovered the annoying workaround of feeding mia_materials through surface shader node into layered shader, but i can not figure out how to blend the two shaders using Fresnel IOR.
SamplerInfo plugged into ramp node does not pump out fresnel, but some random arbitrary incidence gradient. There is also mib_refraction_index node which i could not find how to hook up.
I will be really thankful for any suggestions. This is what i am after:




