The PBR Paradox: Where Standard Shaders Fall Short for Automotive Paint
The gleam of a perfectly rendered car is more than just a visual treat; it’s a testament to the artist’s mastery of light, material, and form. For anyone involved in Automotive Visualization, game development, or high-end rendering, the pursuit of photorealism is an unending quest. While Physically Based Rendering (PBR) has revolutionized our approach to materials, providing a robust and intuitive framework, it often falls short when confronted with the intricate subtleties of a high-quality car paint finish.
You see, car paint isn’t just a simple colored surface. It’s a complex, multi-layered system designed to protect, reflect, and refract light in highly specific ways. A basic PBR material setup, while great for many surfaces, can leave a stunning 3D car model looking, well, a little flat. It captures the essence but misses the soul. This article will take you beyond the fundamentals of PBR, diving deep into the advanced techniques required to craft car paint shaders that truly embody photorealism, bringing your automotive assets to life with unparalleled fidelity.
The PBR Paradox: Where Standard Shaders Fall Short for Automotive Paint
At its core, Physically Based Rendering (PBR) is a methodology that aims to render materials in a way that accurately simulates how light interacts with them in the real world. This means respecting energy conservation, using physically plausible values for roughness, metallicness, and albedo, and ensuring materials look consistent under various lighting conditions. For many everyday materials—wood, plastic, stone—standard PBR workflows, often involving a metallic-roughness or specular-glossiness setup, yield excellent and convincing results.
However, car paint is far from an “everyday” material. Its complexity stems from its layered composition and the unique optical phenomena it exhibits. A standard PBR shader typically assumes a single, homogeneous surface layer interacting with light. This is where the paradox lies. While PBR is inherently “physical,” its most common implementations often simplify or omit the very aspects that define a high-end automotive finish. For instance, a basic PBR setup might struggle to account for the subtle depth and varying reflectivity of multiple clear coats, or the mesmerizing sparkle of metallic flakes suspended within the paint.
The most significant limitation is the simplification of the reflective surface. Automotive paint, especially metallic or pearlescent variants, exhibits highly directional and often anisotropic reflections. Standard PBR often treats reflections isotropically, meaning light scatters equally in all directions, which isn’t always the case for the finely brushed or aligned particles found in some car finishes. This oversight can result in a render that lacks the distinct “pop” and micro-surface detail that discerning eyes expect from truly photorealistic Automotive Visualization.
Deconstructing the Anatomy of Advanced Car Paint Shaders
To move beyond basic PBR, we must first understand the true physical structure of car paint. It’s not a single material but a sophisticated stack of distinct layers, each contributing to the final appearance. By emulating this layered structure in our shaders, we can achieve unparalleled realism.
The Foundation: Base Coat and Pigmentation
Beneath everything else lies the base coat. This layer provides the primary color of the vehicle. It’s typically opaque and contains the pigments that give the car its hue. In a shader, this translates to your base color texture or value. For non-metallic paints, this layer is relatively straightforward, acting much like a diffuse material. However, even here, subtle variations in roughness or a very fine, underlying metallic particle can give the base coat a richness that a simple flat color cannot.
The interaction of light with this base layer sets the stage for everything that follows. Its perceived color can shift depending on the angle and intensity of incident light, and this interaction must be accurately captured. Think of it as the canvas upon which all subsequent layers are applied, directly influencing the final perceived depth and vibrancy.
The Shimmering Heart: Metallic and Pearlescent Flake Effects
This is where car paint truly differentiates itself from many other materials. Metallic and pearlescent finishes derive their characteristic sparkle and color shift from tiny flakes suspended within a binder layer, often just above or within the base coat. These aren’t just random pixels; they are meticulously engineered particles.
The Metallic Flake Effect is paramount for capturing the essence of many automotive finishes. These flakes can be aluminum particles (for metallic paints) or mica-based pigments (for pearlescent paints). Their size, density, and orientation play a crucial role. Larger, denser flakes create a more aggressive sparkle, while smaller, more dispersed flakes produce a subtle shimmer. Critically, these flakes often reflect light in a somewhat directional manner, leading to complex light scattering patterns that change dramatically with the viewing angle. Accurately simulating this requires more than just a simple metallic parameter; it demands a dedicated component in your Shader Graph.
The Protective Sheen: Multi-Layer Clear Coat Shader
Perhaps the most critical component for achieving true photorealism in car paint is the Clear Coat Shader. Real-world car paint often features not one, but multiple layers of clear coat—a thick, durable layer that protects the colored base coat and provides the glossy finish. This multi-layered structure is essential for capturing depth and complex reflections.
Each clear coat layer has its own optical properties. While they are transparent, they reflect and refract light. The most important property here is the IOR (Index of Refraction). The IOR dictates how much light is reflected off the surface versus how much passes through and gets refracted. A typical clear coat might have an IOR value around 1.5 to 1.6. By layering these clear coats, perhaps a primary thick one and a thinner secondary one, you can simulate nuanced depth and create incredibly complex reflections that a single PBR layer simply cannot replicate.
Furthermore, the Fresnel effect, which dictates that reflectivity increases at grazing angles, is highly pronounced with clear coats. Accurately modeling this with appropriate IOR values ensures that your car’s reflections intensify realistically as the surface curves away from the viewer, contributing significantly to its glossy, wet appearance. Without a robust multi-layer clear coat system, your car paint will always lack that distinct, luxurious depth seen on high-end vehicles.
Engineering Photorealism: Building Advanced Car Paint Shaders
With a theoretical understanding of car paint layers, it’s time to translate that knowledge into practical shader construction. This process involves leveraging the full power of modern rendering engines and their material systems.
Crafting Layers with Shader Graph (or Equivalent)
Modern game engines and 3D software provide powerful nodal editors, often referred to as a Shader Graph (Unity) or Material Editor (Unreal Engine). These visual programming environments are ideal for building complex, layered materials without writing a single line of code. The core idea is to create separate “branches” or groups of nodes for each physical layer—base coat, flake layer, and clear coat—and then blend them together.
Start by defining the base color and roughness for your primary paint layer. Then, build a separate network for the metallic flakes, controlling their color, intensity, and perceived orientation. Finally, construct your clear coat, which will sit on top of everything else. Blending these layers typically involves using various blending modes, lerp (linear interpolation) nodes, and masks to define how each layer contributes to the final output. For instance, the clear coat will primarily affect reflections and refraction, while the base coat drives the overall color when viewed directly.
Mastering Anisotropic Reflection and Microfacet Details
One of the hallmarks of truly exquisite metallic surfaces, including certain car paints and polished metals, is Anisotropic Reflection. Unlike isotropic reflections, where light scatters uniformly in all directions from a rough surface, anisotropic reflections appear stretched or compressed in a specific direction. Think of the elongated highlights on a brushed metal surface or the subtle directional sheen on a perfectly waxed car body.
Implementing anisotropic reflection requires providing the shader with information about the surface’s tangent and bitangent vectors, which define the direction of the “anisotropy.” These can come from tangent space normal maps or be procedurally generated. Within your Shader Graph, you’ll manipulate the roughness values differently along these tangent directions, effectively stretching the specular highlight. This level of detail is crucial for mimicking the microscopic grooves or alignment of particles that give real car paint its distinct character and luxury feel. Many advanced PBR models incorporate parameters for anisotropy, allowing artists to dial in the direction and strength of this effect, adding a significant layer of realism to the material’s interaction with light.
Simulating the Metallic Flake Effect
Creating a convincing Metallic Flake Effect is an art in itself. The goal is to simulate millions of tiny, reflective particles without overwhelming the render engine. One common approach involves using a noise texture or a procedural pattern to generate a distribution of “flakes” across the surface. This pattern then modulates the reflectivity and color of the flake layer.
To achieve randomness and depth, you can use multiple noise textures at different scales and blend them. The flakes shouldn’t all reflect light identically; instead, their orientation should vary slightly. This can be achieved by using a randomly oriented normal map for the flake layer or by manipulating the incident light direction per-flake through complex shader logic. Furthermore, the intensity of the flake’s reflection should be controlled by the viewing angle and light direction. Often, flakes only “pop” when viewed at certain angles or when caught by a direct light source, mimicking how real metallic paint sparkles. This requires careful consideration of vector math and angle-dependent functions within your Shader Graph, ensuring that the effect is subtle yet impactful.
Fine-tuning IOR and Fresnel for the Clear Coat Shader
The IOR (Index of Refraction) is a critical parameter for any transparent or semi-transparent material, and it’s especially vital for the Clear Coat Shader. For automotive clear coats, a realistic IOR typically falls between 1.5 and 1.6 (e.g., acrylics are around 1.49, polyurethanes slightly higher). This value directly influences the strength of the Fresnel effect, which dictates how much light is reflected off the surface at different viewing angles.
At a 0-degree angle (looking straight down at the surface), only a small percentage of light is reflected. However, as the viewing angle approaches 90 degrees (grazing angle, looking along the surface), nearly all light is reflected. Accurately setting the IOR ensures that your clear coat exhibits this physically correct behavior, resulting in bright, intense reflections along the edges and curves of the car body. Incorrect IOR values can lead to a flat, dull appearance or an overly reflective, unrealistic sheen. Experimentation and referencing real-world material properties are key here, often adjusted within the complex PBR materials used in high-end Automotive Visualization.
Lighting, Environment, and Calibration: The Final Polish
Even the most advanced shader will look unconvincing without proper lighting and meticulous calibration. A shader doesn’t exist in isolation; its true beauty emerges from its interaction with the environment.
HDRIs and Accurate Lighting
The foundation of realistic reflections and lighting for automotive rendering is the use of high-dynamic-range image (HDRI) environments. HDRIs capture real-world lighting information, including accurate light sources, intensities, and reflections. Using a well-chosen HDRI ensures that your car paint reflects a believable environment, providing complex, nuanced reflections that bring the surface to life. Without a detailed environment map, even the most sophisticated Clear Coat Shader will lack the visual information needed to create compelling reflections. For static shots, consider area lights or complex light setups to accentuate specific curves and surfaces, working in tandem with your HDRI.
Material Calibration and Reference
Achieving photorealism is an iterative process of comparison and adjustment. Always have high-quality reference images or, ideally, real-world examples of the car paint you are trying to replicate. Pay close attention to how light interacts with the paint at different angles, how the metallic flakes sparkle, and how the reflections behave on the clear coat.
Calibrate your shader parameters—roughness, IOR, flake density, anisotropy strength—against these references. It’s a process of minute adjustments, often changing a value by only a fraction, to perfectly match the real-world observed phenomena. This attention to detail is what elevates a good render to an exceptional one. High-quality 3D models from resources like 88cars3d.com can serve as excellent starting points for applying these advanced material calibration techniques.
Advanced Features: Dirt, Scratches, and Wear
While the focus here is on pristine car paint, true photorealism often includes imperfections. Overlays for subtle dust, water spots, micro-scratches, or light wear can add an incredible layer of authenticity. These are typically implemented as separate shader layers that blend on top of the base car paint, using masks to define their distribution. Each imperfection layer will have its own PBR properties (e.g., dirt might be rougher and less reflective, scratches might expose a slightly different underlying material). This final touch helps ground the vehicle in reality, preventing it from looking too “perfect” or synthetic.
Real-time Rendering Optimization and Performance Considerations
While offline renderers can afford to be computationally intensive, achieving stunning visual results in real-time game engines like Unreal Engine 5 or Unity demands a delicate balance between visual fidelity and performance. Advanced car paint shaders, with their multiple layers, complex calculations for Metallic Flake Effect, and Anisotropic Reflection, can be demanding.
Strategies for Real-time Rendering Optimization
The primary concern for real-time shaders is instruction count—the number of operations the GPU needs to perform per pixel. Each additional layer, noise function, or complex calculation adds to this count. Here are key strategies for Real-time Rendering Optimization:
- Shader Complexity Analysis: Use the built-in shader profilers in your engine (e.g., Unreal’s Shader Complexity view) to identify bottlenecks. Aim to keep instruction counts reasonable for your target platform.
- Texture Packing: Combine multiple grayscale textures (like roughness, metallic, ambient occlusion, flake masks) into different channels (R, G, B, A) of a single texture. This reduces texture fetches and memory footprint.
- LOD for Materials: For objects far from the camera, use simplified versions of your car paint shader. This might mean disabling the metallic flake effect, simplifying the clear coat stack, or reducing anisotropic calculations.
- Baking Complex Data: If certain calculations are static (e.g., complex noise patterns for flakes that don’t need dynamic control), bake them into textures offline. This shifts computation from real-time to content creation.
- Conditional Compiles: Use shader features like static switches (Unreal) or variants (Unity) to compile different versions of your shader. For example, if a car is indoors, you might disable certain environmental reflection calculations.
- Minimize Overdraw: Ensure your material isn’t drawing too many transparent layers, as this can lead to expensive overdraw, especially with multi-layer clear coats.
Balancing Visual Fidelity for Automotive Visualization
The target platform dictates the level of complexity you can afford. For high-end Automotive Visualization applications running on powerful PCs, you can push the boundaries, using more intricate Shader Graph setups and higher-resolution textures. For mobile games, significant simplifications are necessary.
Consider the trade-offs: is a fully procedural Metallic Flake Effect absolutely necessary, or could a high-quality textured flake normal map suffice for real-time scenarios? Can you approximate a dual Clear Coat Shader with a single, highly optimized one that mimics the key visual aspects? Leveraging tools like Unreal Engine 5’s Nanite and Lumen, while incredible for geometry and global illumination, still requires careful shader construction to maintain performance. The goal is always to achieve the maximum visual impact for the given performance budget, ensuring your automotive assets look incredible without crippling the frame rate.
Conclusion: The Art of Perception and Precision
Stepping beyond the foundational principles of Physically Based Rendering (PBR) for automotive paint transforms your renders from merely “good” to truly breathtaking. It’s a journey into the intricate world of layered materials, where each component—from the base color to the sophisticated Metallic Flake Effect and the nuanced Clear Coat Shader—plays a vital role in sculpting light and perception.
Mastering these advanced techniques involves a deep understanding of optical physics, meticulous attention to parameters like IOR (Index of Refraction), and a creative approach to building complex material networks using tools like a Shader Graph. Embracing concepts like Anisotropic Reflection and dedicating efforts to Real-time Rendering Optimization ensures your vehicles don’t just look realistic, but perform flawlessly across different applications, from high-fidelity cinematic renders to immersive real-time experiences.
The pursuit of automotive photorealism is an ongoing challenge, demanding both technical prowess and an artistic eye. By applying the principles discussed here, you can elevate your Automotive Visualization projects to new heights, imbuing your virtual vehicles with the unmistakable presence and allure of their real-world counterparts. Ready to put these advanced shader techniques into practice? Discover an unparalleled collection of high-quality, PBR-ready car models perfect for your next project at 88cars3d.com, providing the ideal canvas for your shader masterpieces.
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Mazda RX-7 3D Model
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Material: Yes
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Volvo VCC-003 3D Model
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Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
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Material: Yes
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GAZ 3110 Pickup 2000 3D Model
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Material: Yes
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Mazda 626 GF 1997 3D Model
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Material: Yes
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
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Material: Yes
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Mercedes-Benz E-Class W212 2009 3D Model
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Material: Yes
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Mercedes-Benz E-class Estate S212 2009 3D Model
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Material: Yes
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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Material: Yes
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Mercedes S-Class 2010 3D Model
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Material: Yes
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Material: Yes
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
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Material: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Material: Yes
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Mercedes-Benz CL65 C215 AMG 3D Model
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Material: Yes
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Mercedes-Benz A45 2021 3D Model
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Material: Yes
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Mercedes-Benz 300SL 1955 3D Model
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Material: Yes
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Mercedes-Benz 190SL 1955 3D Model
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Material: Yes
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Mercedes-Benz W124 Brabus V12 3D Model
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Material: Yes
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Material: Yes
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Mercedes-Benz C-Class-001 3D Model
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Material: Yes
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Mercedes-Benz B-Klasse 2023 3D Model
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Material: Yes
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Mercedes-Benz A-Klasse W168 3D Model
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Mercedes-Benz 500SL 2000 3D Model
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Material: Yes
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Mercedes-Benz 500SEC 3D Model
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Material: Yes
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Mercedes-Benz Citan 2025 3D Model
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Material: Yes
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Mercedes-Benz C63 AMG 2012 3D Model
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Material: Yes
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Mercedes-Benz E-Class S211 3D Model
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Material: Yes
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Material: Yes
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Mercedes-Benz CLS-Klasse 3D Model
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Mercedes-Benz CLS 500 3D Model
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Mercedes-Benz CL-Klasse 2001 3D Model
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Mercedes-Benz C-Klasse Sportcoupe 2000 3D Model
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Mercedes-Benz C-Klasse 204 2011 3D Model
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Mercedes-Benz C-Class Sedan 2000 3D Model
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Material: Yes
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Mercedes E-Class w124 Kombi 3D Model
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Material: Yes
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Mercedes-Benz CL6540-005 3D Model
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Mercedes E-Class w124 Coupe 3D Model
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Mercedes-Benz E-Klasse 63 AMG 3D Model
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Mini Cabrio 2025 3D Model
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Nissan 350Z 3D Model
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Mercedes-Benz E-Klasse Coupe 2010 3D Model
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