Playing with paint shaders.
View attachment 71568
Super early days here, but this is the standard reflect shader, but with env ambient (mipped version of the live cube map to simulated correct ambient lighting), and then a second specular spot.
So no sun reflections causing bad energy conserve here, but proper specular for the metallic and the clear coat sharp reflection.
I'm gonna try mix the PBR shader Stereo and I were playing with a bit ago, along with some other handy car based control maps for paintwork... so we can get paint that looks as nice as in Forza Horizon 2 etc.
The only issue to getting a nice look is that the sky values and sun values need to be good (read correct), so I'll have to release some of those too.
Also I'm not sure how fresnel mixing two speculars, and two reflection passes will work out. I might just have to do some fudging at first and then dig around on the interwebs for how you energy conserve multi-layer materials
Cheers
Dave