Beyond the Showroom: Mastering Photorealistic Car Paint in Unreal Engine 5
Beyond the Showroom: Mastering Photorealistic Car Paint in Unreal Engine 5
The quest for photorealism in digital art is an ongoing journey, and few challenges are as demanding yet rewarding as rendering a truly convincing car paint finish. From the subtle glint of metallic flakes to the deep, reflective sheen of a clear coat, automotive paint is a symphony of complex optical phenomena. Achieving this level of fidelity in real-time engines like Unreal Engine 5 can seem daunting, but with the right techniques, it’s entirely within reach.
In the world of high-end automotive visualization and game development, the difference between a good render and a breathtaking one often hinges on the quality of the car paint. It’s not just about a pretty color; it’s about accurately simulating light interaction, layered materials, and micro-surface details. This comprehensive guide will take you on a deep dive, equipping you with the knowledge and steps to create stunning, photorealistic car paint in Unreal Engine 5 that will captivate your audience and elevate your projects.
The Science of Shine: Demystifying PBR for Automotive Finishes
At the heart of any photorealistic material in modern engines lies Physically Based Rendering (PBR). PBR isn’t just a buzzword; it’s a set of principles designed to simulate how light behaves in the real world, ensuring materials react consistently and accurately under any lighting condition. For `PBR automotive paint`, understanding these fundamentals is absolutely critical.
Automotive paint is far more complex than a simple diffuse color. It’s typically a multi-layered structure: a base coat (the primary color, often containing metallic or pearlescent pigments), and a transparent clear coat that provides depth, protection, and that signature glossy finish. Each layer interacts with light differently. The base coat handles the diffuse reflection and the initial absorption/scattering of light, while the clear coat primarily contributes specular reflections and refractions.
Key PBR parameters like Base Color (Albedo), Metallic, Roughness, and Normal maps all play vital roles. For the base coat, Albedo defines the underlying hue, and a low Roughness value for the flakes will simulate their metallic gleam. The clear coat, being a dielectric material, will have a Metallic value of 0, and its Roughness will dictate how blurry or sharp its reflections are. Understanding these distinctions is the first step towards an authentic `Unreal Engine 5 car material`.
Laying the Foundation: Building the Base Coat Material in Unreal Engine 5
Our journey begins by constructing the foundation of our `Unreal Engine 5 car material`: the base coat. This layer provides the primary color and, if applicable, the subtle shimmer of metallic or pearlescent pigments. We’ll start with a standard Unreal Engine material and gradually build complexity.
Setting Up the Basic Material Inputs
Open the Material Editor in Unreal Engine 5 and create a new Material. We’ll focus on these core inputs initially:
- Base Color: This will be the primary hue of your car paint. Use a Vector3 parameter (e.g., “PaintColor”) so you can easily change the color via Material Instances without recompiling.
- Roughness: Even the base coat, before the clear coat, has some inherent roughness. This will typically be a low value for metallic paints, allowing some internal reflections, but higher for matte or satin finishes. Use a Scalar parameter (e.g., “BaseRoughness”).
- Metallic: For non-metallic solid paints, this will be 0. However, if your base coat has metallic particles, this value will be greater than 0, contributing to a more reflective appearance. We’ll refine this when adding flakes.
Connect these parameters directly to their respective outputs on the main Material node. For a simple solid color, this is all you need for the base layer, but we’re aiming for something far more sophisticated.
Considering Different Base Coat Types
The base coat can take several forms:
- Solid: A uniform, non-metallic color. Simpler to implement, often using just Base Color and Roughness.
- Metallic: Contains small, reflective metallic flakes. This requires additional logic to simulate the sparkle, which we’ll cover in the next section.
- Pearlescent/Mica: Features pigment particles that reflect light differently depending on the viewing angle, creating a color-shift effect. This often involves more complex fresnel and texture-based approaches.
Our goal is to build a flexible `Unreal Engine 5 car material` that can adapt to these variations, focusing primarily on metallic for this guide as it encompasses many of the challenges.
The Sparkle Beneath: Crafting Realistic Metallic Flake Effects
The subtle, yet distinct, sparkle of metallic flakes is arguably the most challenging and rewarding aspect of creating a photorealistic `Unreal Engine 5 car material`. It’s what differentiates a flat color from a vibrant, dynamic automotive finish. Replicating this involves simulating thousands of tiny, randomly oriented reflective particles embedded within the base coat layer.
Approaches to Metallic Flake Material
There are several methods to achieve this effect, ranging from simple to highly complex:
- Noise-based Approach: This is a common and effective starting point. You can use procedural noise textures (like a high-frequency Perlin noise, Worley noise, or a texture created from a combination of these) to define the distribution and intensity of the flakes.
- Custom Textures: For ultimate control, you can create custom flake textures. These might be grayscale maps where white represents a flake and black represents the base paint, or even normal maps that give each flake a subtle orientation.
- Advanced Micro-Normal Techniques: For truly high-end visualization, one might use a layered normal map approach. A larger-scale normal map for the paint surface imperfections, and a very fine-grained, noisy normal map to simulate the aggregate effect of the flakes. The flakes themselves can be driven by a highly detailed normal map that’s either tiled or unique.
Implementing Flakes with Noise and Custom Material Functions UE5
Let’s use a procedural approach, leveraging `custom material functions UE5` for better organization and reusability. We’ll generate a pseudo-random flake pattern that modulates the metallic and roughness properties of our base coat.
- Generate Flake Pattern: Start with a Noise node (e.g., a “Perlin Noise” or “Fast Noise” node for a more organic look) or a Voronoi node for a crystalline appearance. Scale this noise incredibly small using a high texture coordinate multiplier (e.g.,
UVs * 5000) to simulate tiny flakes. - Control Flake Density and Size: Add parameters to control the scale of the UVs going into your noise texture, and use Power or Contrast nodes on the noise output to adjust the density and sharpness of the flakes.
- Modulate Metallic: Use the output of your flake pattern to drive the Metallic input. Where the noise is high (a “flake”), set the metallic value higher, and where it’s low, use the base paint’s metallic value. A Lerp node is perfect for this:
Lerp(BaseMetallic, FlakeMetallicValue, FlakePattern). - Modulate Roughness: Similarly, use the flake pattern to subtly adjust the roughness. Flakes are typically quite smooth, so their roughness might be lower than the surrounding paint.
- Add Normal Map Detail: For truly convincing `metallic flake material`, you might consider a very fine, tiled normal map that simulates the slight bumps and orientations of individual flakes. This is then blended with any surface normal maps you might have for the overall paint surface using a BlendAngleCorrectedNormals node.
Encapsulating this flake generation logic within a `custom material function UE5` (e.g., “MF_CarPaintFlakes”) will allow you to reuse it across multiple car materials and keep your main material graph clean. This modularity is a cornerstone of an efficient `automotive visualization workflow`.
The Crystal Shield: Mastering the Clear Coat Shader in UE5
The clear coat is arguably the most defining characteristic of modern car paint, providing depth, protection, and that mirror-like reflection. Without a convincing `clear coat shader UE5`, your car material will always look flat and unrealistic. Unreal Engine 5 offers powerful tools to achieve this, notably its dedicated Clear Coat input.
Understanding Unreal Engine 5’s Clear Coat Model
Unreal Engine’s Material node features a dedicated set of inputs for Clear Coat, designed to simulate a second specular layer. This is perfect for automotive paint. The key inputs are:
- ClearCoat: A scalar value (0-1) that enables or disables the clear coat layer. Set this to 1 for full effect.
- ClearCoatRoughness: Controls the blurriness or sharpness of the clear coat’s reflections. A low value (e.g., 0.02-0.08) creates a highly glossy, showroom finish. Higher values can simulate orange peel or a satin clear coat.
- ClearCoatNormal: Allows you to apply a normal map specifically to the clear coat layer, separate from the base coat’s normal. This is crucial for micro-surface details like orange peel.
Building the Clear Coat Layer
Let’s integrate this into our material:
- Enable Clear Coat: Connect a Scalar Parameter (e.g., “ClearCoatEnable”) set to 1.0 to the ClearCoat input on the main Material node.
- Set Clear Coat Roughness: Create another Scalar Parameter (e.g., “ClearCoatRoughnessValue”) and connect it to the ClearCoatRoughness input. Experiment with values between 0.02 and 0.1 for a realistic automotive finish.
- Simulating Orange Peel: The subtle waviness known as “orange peel” is a hallmark of real-world car paint. To simulate this, we’ll use a tileable normal map.
- Import a high-frequency noise normal map (e.g., a Perlin noise normal map or a procedural normal map generated within UE5 using a noise function and a NormalFromHeightmap node).
- Apply a high UV tiling to this normal map (e.g.,
UVs * 200) to make the waves very fine. - Connect this tiled normal map to the ClearCoatNormal input. You can use a Scalar Parameter to control the intensity of this normal map with a Lerp node, blending it with a flat normal (Vector3(0,0,1)) to adjust the strength of the orange peel effect.
This layered approach allows the base coat (with its metallic flakes) to reflect light as it should, while the clear coat provides an independent, glossy, and slightly imperfect outer shell. The result is a much more convincing and physically accurate `clear coat shader UE5`.
Illuminating Perfection: Leveraging UE5’s Advanced Rendering Features
A masterfully crafted `Unreal Engine 5 car material` is only as good as the lighting and rendering technology that brings it to life. Unreal Engine 5’s cutting-edge features, particularly Lumen and Hardware Ray Tracing, are absolute game-changers for automotive visualization, enabling unprecedented levels of realism in reflections, global illumination, and shadows.
Harnessing Lumen Reflections for Vehicles
Lumen is Unreal Engine 5’s fully dynamic global illumination and reflection system. For vehicles, especially those with highly reflective surfaces, Lumen’s impact is profound:
- Dynamic Global Illumination: Lumen accurately simulates bounced light, ensuring your car is beautifully illuminated by its environment and by other objects in the scene. This is crucial for capturing the subtle color shifts and ambient lighting that give a car its presence.
- Real-time Reflections: Lumen provides high-quality software ray tracing for reflections. This means objects off-screen or dynamic elements are correctly reflected in your car paint, even in real-time. For `Lumen reflections for vehicles`, ensure your Lumen settings in Project Settings (under Rendering > Global Illumination and Reflections) are tuned for quality. Set “Lumen Reflections Quality” to a higher value for sharper reflections.
- Final Gather Quality: Increasing the “Final Gather Quality” will enhance the fidelity of both reflections and global illumination, making your car look more integrated into its scene.
Remember that while Lumen is powerful, it’s performance-intensive. Optimize your scene where possible, but for hero shots of automotive models, prioritize visual quality.
Unleashing Hardware Ray Tracing for Unmatched Fidelity
For the pinnacle of visual accuracy, particularly for static renders or cinematic sequences, Hardware Ray Tracing is indispensable. When enabled, it provides physically accurate reflections, refractions, shadows, and ambient occlusion, elevating your `automotive visualization workflow` to another level:
- Ray-Traced Reflections: Unlike Lumen’s software-based reflections, hardware ray tracing casts actual rays into the scene, resulting in pixel-perfect reflections that capture intricate details, correct occlusion, and accurate reflections of transparent objects. This is especially impactful for the `clear coat shader UE5`, making reflections incredibly crisp and true-to-life.
- Ray-Traced Ambient Occlusion (RTAO): RTAO adds subtle contact shadows, grounding your vehicle within its environment and making it appear more solid and volumetric.
- Ray-Traced Global Illumination (RTGI): While Lumen provides dynamic GI, RTGI offers even higher fidelity and accuracy for indirect lighting, often used for high-quality baked or cached GI solutions in specific scenarios.
- Transparent Refractions: If your vehicle has glass elements, ray tracing enables accurate refractions, crucial for realistic windshields and windows.
To enable Hardware Ray Tracing, go to Project Settings > Rendering and enable “Ray Tracing” and “Support Hardware Ray Tracing.” Ensure your graphics card supports it. With both Lumen and Ray Tracing configured correctly, the intricate details of your `metallic flake material` and the depth of your clear coat will truly come alive, reflecting the environment with stunning accuracy.
Optimization & Workflow: Achieving Real-time Automotive Visualization
Creating a visually stunning car paint material is only part of the battle; ensuring it runs efficiently, especially in a real-time `automotive visualization workflow` or interactive application, is equally crucial. Complex materials can quickly become performance bottlenecks if not optimized. Here’s how to maintain visual fidelity without sacrificing real-time performance.
Material Instances: Your Best Friend for Variations
Never create a new master material for every slight color or roughness variation. Instead, turn your base material into a highly parameterized master material. Then, create `Material Instances` from it. This allows artists to quickly change colors, flake density, clear coat roughness, and other exposed parameters without recompiling the shader, leading to significantly faster iteration times and reduced memory footprint. This modularity is key for an efficient production pipeline, especially when working with many vehicles, such as the high-quality models available at 88cars3d.com.
Efficient Texture Usage
- Resolution: Use appropriate texture resolutions. While 4K or 8K textures might look great up close, if a texture isn’t seen in fine detail, 2K or even 1K might suffice.
- Compression: Ensure your textures are using appropriate compression settings (e.g., BC7 for high-quality normals and albedos, BC5 for normal maps if applicable).
- Packing: Combine grayscale maps (like roughness, metallic, and ambient occlusion) into the R, G, and B channels of a single texture. This saves texture fetches and memory.
- Procedural vs. Texture: While procedural noise is excellent for flakes, be mindful of its computational cost. For very complex patterns, a pre-baked texture might sometimes be more performant, especially if it’s tileable and well-optimized.
Leveraging Custom Material Functions UE5 for Reusability and Performance
As we discussed with the metallic flakes, `custom material functions UE5` are invaluable. They allow you to encapsulate complex logic, making your main material graphs cleaner and easier to debug. More importantly, when a function is reused multiple times within a material or across different materials, Unreal Engine can often optimize and consolidate the shader instructions, potentially leading to better performance. Think of common patterns like blending different normal maps, applying generic surface imperfections, or even custom Fresnel effects as prime candidates for functions.
Profiling and Identifying Bottlenecks
Unreal Engine 5 provides robust profiling tools to help you identify performance bottlenecks:
- Shader Complexity: Use the “Shader Complexity” view mode (Alt+8) to visualize the instruction count of your shaders. Red areas indicate high complexity and potential performance issues. Aim for green.
- Stat GPU: The
stat gpucommand in the console provides detailed GPU timings, helping you see which rendering pass or material is taking the most time. - Material Analyzer: In the Material Editor, the “Stats” tab gives you instruction counts for different shader permutations. Keep an eye on the “Pixel Shader” instruction count, as this is often the biggest contributor to material cost.
By constantly monitoring and optimizing your materials, you can create a stunning `Unreal Engine 5 car material` that not only looks incredible but also performs efficiently, making it suitable for a wide range of real-time applications, from high-fidelity `automotive visualization workflow` presentations to interactive game experiences. For artists looking to jumpstart their projects, high-quality, optimized vehicle models like those found at 88cars3d.com provide an excellent foundation for applying these advanced materials.
Conclusion: The Road to Automotive Rendering Excellence
Mastering photorealistic car paint in Unreal Engine 5 is a journey that blends artistic vision with deep technical understanding. We’ve traversed the essential PBR principles specific to automotive finishes, meticulously built a multi-layered material incorporating a vibrant base coat, intricate `metallic flake material`, and a pristine `clear coat shader UE5`. We also delved into leveraging UE5’s advanced rendering capabilities, including `Lumen reflections for vehicles` and hardware ray tracing, to achieve unparalleled visual fidelity. Finally, we explored crucial optimization techniques and the power of `custom material functions UE5` for an efficient `automotive visualization workflow`.
The realism of your digital vehicles hinges on these details. By understanding how light interacts with the various layers of car paint and meticulously crafting your materials within Unreal Engine 5, you can transform a simple model into a breathtaking virtual showroom piece. The pursuit of perfection in automotive rendering is continuous, and every successful detail brings your creations closer to indistinguishable reality.
Now it’s your turn to experiment, iterate, and push the boundaries of what’s possible. Dive into Unreal Engine 5, apply these techniques, and bring your automotive visions to life. If you’re looking for high-quality, production-ready vehicle models to apply your stunning new materials to, be sure to check out the extensive collection at 88cars3d.com. Start creating your next masterpiece today!
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
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GAZ 3110 Pickup 2000 3D Model
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Mazda 626 GF 1997 3D Model
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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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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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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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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
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Mercedes S-Class 2010 3D Model
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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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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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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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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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Mercedes-Benz 500SEC 3D Model
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Mercedes-Benz Citan 2025 3D Model
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Mercedes-Benz C63 AMG 2012 3D Model
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Mercedes-Benz E-Class S211 3D Model
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Mercedes-Benz CLS63 AMG (C218) 2014 3D Model
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Mercedes-Benz CLS-Klasse 3D Model
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Mercedes-Benz CLS 500 3D Model
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