The Nuances of Automotive Paint: Why Standard PBR Isn’t Enough
The gleam of a perfectly rendered car is often the hallmark of exceptional 3D visualization. From high-fidelity automotive configurators to stunning cinematics in game engines, capturing the elusive beauty of vehicle paint is paramount. However, achieving truly photorealistic car models goes far beyond applying a simple material. Standard Physically Based Rendering (PBR) workflows, while powerful, often fall short when replicating the intricate, multi-layered nature of real-world automotive finishes, especially in demanding environments like real-time automotive visualization.
This article delves deep into the art and science of crafting advanced car paint shaders within Unreal Engine 5. We’ll move past basic PBR setups to explore sophisticated techniques that mimic the complex interplay of light with base coats, metallic flakes, and the all-important clear coat. By the end, you’ll have a comprehensive understanding of how to leverage Unreal Engine 5’s powerful material editor Unreal to create truly stunning and believable vehicle paint, elevating your projects to a professional standard.
The Nuances of Automotive Paint: Why Standard PBR Isn’t Enough
Real-world automotive paint is a marvel of engineering, composed of several distinct layers, each contributing to its unique appearance. This complexity is precisely why a basic PBR material often fails to capture its full splendor. A typical car paint finish isn’t just a single color with a metallic sheen; it’s a carefully engineered stack of materials.
At its core, automotive paint consists of a primer, followed by a base coat that provides the primary color. On top of this, many modern paints include microscopic metallic or pearl flakes suspended within a binder. The entire assembly is then encapsulated under a thick, highly reflective clear coat. This multi-layered structure dictates how light interacts with the surface, producing effects like depth, ‘flip-flop’ color changes, and the characteristic wet look.
Standard PBR materials, designed for general-purpose surfaces, typically expect a single, homogeneous material. While you can certainly create a decent-looking car paint with a simple PBR setup by tweaking metallic and roughness values, it will often lack the depth, subtle sparkle, and distinct reflectivity that characterize true automotive finishes. For truly compelling automotive rendering techniques, especially for photorealistic car models, we need a more specialized approach.
Deconstructing Automotive Paint Layers for Unreal Engine 5
To effectively recreate automotive paint in Unreal Engine 5, we must first understand its constituent layers and how to represent them within the material editor Unreal. Each layer contributes uniquely to the final visual outcome, and our shader will need to simulate these contributions accurately.
The Base Coat: Foundation of Color and Opacity
The base coat is where the primary color of the vehicle resides. It’s often a solid color, though it can also contain subtle effects like pearlescent pigments. In Unreal Engine 5, this translates to the Base Color input of your material. Its roughness can vary, but for modern paints under a clear coat, it’s typically treated as relatively diffuse, as the majority of specular reflection is handled by the clear coat.
Even without direct metallic properties, the base coat needs careful consideration. Accurate color representation, especially under varying lighting conditions, is crucial. This layer sets the stage for all subsequent effects, and its underlying texture can influence the appearance of the flakes and clear coat above it.
Metallic Flakes: The Sparkle and Anisotropy
This is where much of the ‘magic’ of modern car paint resides. Tiny metallic or pearlescent flakes, suspended within the base layer, are responsible for the sparkling effect and the unique way the paint changes appearance depending on the viewing angle. These flakes introduce anisotropy to the reflections, meaning light reflects differently depending on the orientation of the flakes.
Replicating this in a metallic flakes shader requires more than just a simple metallic value. We need to simulate the individual reflections from these randomly oriented micro-surfaces. This often involves manipulating normal maps or creating custom reflection lobes to achieve the characteristic glitter and ‘flip-flop’ effect that defines high-quality car paint. The density, size, and reflectivity of these flakes are all parameters that need fine-tuning.
The Clear Coat: The Protective, High-Gloss Layer
The clear coat is arguably the most critical component for achieving a realistic automotive finish. It’s a thick, transparent layer of lacquer that sits on top of all other paint layers, providing protection and, crucially, almost all of the specular reflection. This layer is responsible for the paint’s deep, wet look and its mirror-like reflectivity.
In Unreal Engine 5, the “Clear Coat” shading model is specifically designed for this purpose. It allows for an additional specular lobe on top of the base material, effectively simulating a transparent layer with its own roughness and normal properties. A realistic clear coat simulation requires a very low roughness value (typically 0.01-0.05) to achieve that high-gloss mirror finish, coupled with a strong Fresnel effect to correctly capture reflections at glancing angles. This interaction is fundamental to generating compelling PBR car paint.
Building the Advanced Car Paint Shader in Unreal Engine 5 (Step-by-Step)
Now that we understand the theory, let’s dive into the practical implementation within Unreal Engine 5’s material editor Unreal. This guide will walk you through creating a sophisticated master material that can be easily instanced and customized for various vehicle paints.
Setting Up the Master Material
First, create a new material and configure its basic properties:
- Material Domain: Set this to ‘Surface’.
- Blend Mode: ‘Opaque’ is suitable for most car paints. If you plan to add decals or intricate wear, ‘Masked’ might be considered later, but for the core paint, Opaque is standard.
- Shading Model: This is crucial. Change it from ‘Default Lit’ to ‘Clear Coat’. This enables the dedicated Clear Coat inputs we need.
Once set, you’ll see new inputs appear on your main material node: Clear Coat, Clear Coat Roughness, and Clear Coat Normal.
Implementing the Base Coat
The base coat is relatively straightforward:
- Base Color: Create a ‘Vector Parameter’ (e.g., “BaseColor”) and connect it to the Base Color input. This will allow you to change the primary paint color easily in material instances.
- Roughness: While the clear coat handles most reflections, the base coat still has an intrinsic roughness. Use a ‘Scalar Parameter’ (e.g., “BaseRoughness”) with a default value around 0.5-0.8 and connect it.
- Metallic: Set this to 0. The metallic flakes are handled separately and do not make the base coat itself a metallic material in the PBR sense.
For more detailed base coats, you could sample a base color texture, but for many clean car paints, a simple color parameter suffices.
Crafting the Metallic Flakes Effect
This is where the shader gets interesting and significantly impacts the realism of your photorealistic car models. The goal is to simulate tiny, randomly oriented reflective flakes:
- Generate Flake Distribution: Use a ‘Noise’ node (e.g., ‘Perlin Noise’ or ‘Voronoi’) or sample a flake texture. Multiply its output by a ‘Scalar Parameter’ (e.g., “FlakeDensity”) to control how many flakes appear.
- Create Flake Normals: The key to anisotropic flakes is to make them reflect light in different directions.
- Take the noise output and use it to perturb a normal map. A common technique is to feed the noise into the ‘Height to Normal’ function (or use a dedicated flake normal map).
- Alternatively, you can generate random normals. Use ‘Noise’ to create a random value per pixel, then use ‘RotateAboutAxis’ or similar nodes to rotate a base normal vector randomly. This creates the individual glinting effect.
- Parameterize flake size using a ‘Scalar Parameter’ controlling the UV scale of your noise/texture.
- Blend with Base Normal: ‘Lerp’ (Linear Interpolate) between your base coat normal (which might be flat or a subtle imperfection map) and your generated flake normal. Use the flake distribution (from step 1) as the alpha for the Lerp. This ensures flakes only appear where they are distributed.
- Apply to Base Normal: Connect the blended normal map to the ‘Normal’ input of the main material node. This will influence the underlying reflections before the clear coat.
The complexity of this metallic flakes shader can vary significantly. For simpler setups, a single tiled normal map with flake patterns might suffice. For ultimate realism, a procedural approach allows greater control over flake size, density, and anisotropy, contributing to realistic automotive rendering techniques.
Mastering the Clear Coat Simulation
The clear coat brings everything together, providing the final layer of gloss and reflection:
- Clear Coat Enable: Connect a ‘Scalar Parameter’ (e.g., “ClearCoatAmount”) with a default value of 1 to the ‘Clear Coat’ input. This essentially turns on the clear coat layer.
- Clear Coat Roughness: This is critical for the “wet look.” Use a ‘Scalar Parameter’ (e.g., “ClearCoatRoughness”) with a very low default value, typically between 0.01 and 0.05. Experiment to find the perfect shine.
- Clear Coat Normal: While the clear coat follows the overall shape of the car, it also has its own micro-imperfections (swirls, scratches, dust).
- Start by connecting the output of your base coat normal (after flakes) to the ‘Clear Coat Normal’ input.
- For added realism, you can ‘Blend Normals’ (a specific function node) between the base normal and an additional normal map representing subtle scratches or orange peel texture. Use a ‘Scalar Parameter’ to control the intensity of these imperfections.
The Fresnel effect for the clear coat is handled automatically by Unreal Engine’s PBR system, ensuring that reflections are stronger at glancing angles, just like real car paint.
Adding Advanced Details and Imperfections
To truly push the envelope for photorealistic car models, consider adding layers of wear and tear. This is where you leverage additional Unreal Engine 5 materials and blend functions:
- Dirt and Dust: Create a separate material for dirt. Blend it over your car paint material using a ‘Lerp’ node. The alpha for this Lerp would be a detailed dirt mask texture, often generated in external software like Substance Painter or through vertex painting on the mesh. You can use ‘Texture Sample Parameter 2D’ nodes for these masks.
- Scratches and Swirl Marks: These are subtle but impactful. You can create a grayscale texture map representing fine scratches or swirl patterns. Use this map to locally increase the ‘Clear Coat Roughness’ or to subtly alter the ‘Clear Coat Normal’ via a ‘BumpOffset’ or ‘Add’ node.
- Edge Wear: Utilize a ‘Curvature’ map (baked from your mesh) or a procedural edge detection shader to add subtle wear and chipping around the edges of panels. This breaks up the pristine look and adds realism.
Remember that even the cleanest car isn’t perfectly flawless. These subtle imperfections are crucial for convincing real-time automotive visualization.
Realism Through Reflections and Lighting: Leveraging Ray Tracing
No matter how meticulously crafted your car paint shader is, it will only look as good as the lighting and reflections it interacts with. This is where Unreal Engine 5’s advanced rendering features, particularly Ray Tracing, become indispensable for achieving photorealistic car models.
Traditional screen-space reflections (SSR) are efficient but suffer from inherent limitations. They can only reflect what’s visible on screen, leading to missing reflections for off-screen objects, jagged edges, and a general lack of fidelity. For highly reflective surfaces like car paint, these limitations become very apparent, breaking the illusion of a robust clear coat simulation.
Unreal Engine 5’s integration of Ray Tracing offers a paradigm shift in realism:
- Ray Traced Reflections (RTR): RTR calculates reflections by tracing rays directly from the camera into the scene. This provides pixel-perfect reflections of off-screen objects, accurate reflections of complex geometry, and proper inter-reflections between surfaces. For a car’s pristine clear coat, RTR is a game-changer, accurately mirroring the environment and other vehicles, contributing massively to realistic PBR car paint.
- Ray Traced Global Illumination (RTGI): Beyond reflections, RTGI accurately simulates how light bounces and illuminates the scene, providing soft, natural ambient light and colored bounces. This enhances the overall realism, ensuring the car paint reacts naturally to environmental lighting, making it truly embedded in the scene rather than appearing as an isolated object.
While ray tracing demands more computational power, its visual impact on automotive rendering techniques is profound. For high-end cinematic renders or architectural visualizations, the fidelity gain is well worth the performance consideration. Ensure your project settings have Ray Tracing enabled and that you are using an RTX-capable GPU.
For artists seeking to build these complex scenes, finding robust, high-quality base models is key. Resources like 88cars3d.com offer an excellent starting point, providing meticulously crafted vehicles ready for advanced material applications.
Optimization and Troubleshooting for Real-Time Performance
Creating a visually stunning car paint shader is only half the battle; ensuring it performs well in real-time automotive visualization is equally important. Complex shaders can quickly become performance bottlenecks if not optimized correctly.
Material Instancing: The Performance Saver
Always create ‘Material Instances’ from your master car paint material. A master material is compiled once, and instances simply modify its exposed parameters (like Base Color, Flake Density, Clear Coat Roughness) without recompiling. This is crucial for performance and workflow efficiency, allowing you to create hundreds of variations from a single master shader.
Shader Complexity: Monitoring Performance
Unreal Engine 5 provides a ‘Shader Complexity’ view mode (accessible via ‘Show > Visualize > Shader Complexity’). Use this mode to identify parts of your material that are overly complex. Red areas indicate high instruction counts, which can slow down rendering. Optimize by:
- Using fewer texture samples where possible.
- Consolidating calculations.
- Avoiding redundant nodes.
- Simplifying complex procedural flake generation if performance is critical.
Texture Resolution and Streaming
While high-resolution textures are tempting for photorealistic car models, ensure they are appropriate for their usage. Unreal Engine’s texture streaming system handles memory, but excessively large textures for small details can still impact performance. Utilize proper texture settings like Mip Maps and appropriate compression for each map.
Troubleshooting Common Visual Artifacts
- Banding in Reflections: This often occurs in areas with subtle color or roughness gradients, especially on the clear coat. Increase the ‘HDR Display Output’ precision or use a subtle dither node in your roughness calculation to break up the banding.
- Jagged Reflections/Aliasing: Ensure your anti-aliasing settings (TAA, TSR, or even MSAA for cinematics) are configured correctly. For Ray Tracing, increase the ‘Samples Per Pixel’ for reflections.
- Unrealistic Specularity/Roughness: Double-check your scalar parameter values for ‘ClearCoatRoughness’ and ‘BaseRoughness’. Even small adjustments can have a significant impact. Ensure your normal maps are correctly packed (usually tangent space) and connected.
- Flakes Appearing Too Uniform: This often means your flake distribution or normal rotation isn’t random enough. Introduce more noise or variation into your procedural generation, or use a more varied flake normal map.
Balancing visual fidelity with real-time performance is an ongoing process. Use profiling tools (like ‘stat gpu’ in the console) to pinpoint bottlenecks and make informed optimization decisions for your real-time automotive visualization project.
Conclusion
Crafting truly photorealistic car models in Unreal Engine 5 is an endeavor that demands attention to detail and a deep understanding of how real-world materials interact with light. By moving beyond basic PBR and embracing a layered approach to automotive paint, you can unlock a level of realism that captivates your audience. We’ve deconstructed the individual components of car paint, built a robust shader in the material editor Unreal, and explored how cutting-edge rendering techniques like Ray Tracing elevate the final presentation.
Mastering Unreal Engine 5 materials, especially complex ones like car paint, requires practice and experimentation. Each vehicle and desired finish presents its own unique challenges. Don’t be afraid to tweak parameters, try different noise functions for flakes, or experiment with various imperfection maps. The techniques discussed here provide a powerful foundation for your automotive rendering techniques.
For those looking to accelerate their projects with high-quality assets, consider visiting 88cars3d.com. They offer a diverse range of professionally modeled vehicles that serve as the perfect canvas for your advanced car paint shaders. Dive in, experiment, and transform your virtual garages into showcases of stunning automotive artistry!
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Toyota Celica 2004 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla AE100 1992 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X110 2000 3D Model
Texture: Yes
Material: Yes
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Toyota Corolla 2020 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris 2020 3D Model
Texture: Yes
Material: Yes
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Volkswagen Beetle 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Matrix 2005 3D Model
Texture: Yes
Material: Yes
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Toyota Yaris Sedan 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf R-004 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Premio 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Opa 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 5 Door 2010 3D Model
Texture: Yes
Material: Yes
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Toyota Prius 2024 3D Model
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Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
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Material: Yes
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Volkswagen New Beetle 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Jetta 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 3-Door 3D Model
Texture: Yes
Material: Yes
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Volvo V70 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Bora 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Lupo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat B5 2000 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat CC 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Volvo S60 R-Design 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Passat 2025 3D Model
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Material: Yes
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Volkswagen Passat Variant B6 2005 3D Model
Texture: Yes
Material: Yes
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Volkswagen Phaeton W12 2004 3D Model
Texture: Yes
Material: Yes
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Volkswagen Scirocco 2015 3D Model
Texture: Yes
Material: Yes
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Volvo S60 2024 3D Model
Texture: Yes
Material: Yes
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Volkswagen Polo 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf 5-Doors 2018 3D Model
Texture: Yes
Material: Yes
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Volvo C70 T5 2000 3D Model
Texture: Yes
Material: Yes
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Volvo S40 Sedan 2004 3D Model
Texture: Yes
Material: Yes
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Volvo C30 BEV 2012 3D Model
Texture: Yes
Material: Yes
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Volvo C70 1998 3D Model
Texture: Yes
Material: Yes
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Mazda B-Series 3D Model
Texture: Yes
Material: Yes
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Mercsedes Benz Z3-006 3D Model
Texture: Yes
Material: Yes
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Mazda RX-7 3D Model
Texture: Yes
Material: Yes
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Volvo VCC-003 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
Texture: Yes
Material: Yes
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Volvo S80 2011 3D Model
Texture: Yes
Material: Yes
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Volkswagen Touran restyle-006 3D Model
Texture: Yes
Material: Yes
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Skoda Octavia Scout 3D Model
Texture: Yes
Material: Yes
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Volkswagen Golf V 2006 3D Model
Texture: Yes
Material: Yes
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Mazda CX-7 3D Model
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Material: Yes
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Mazda Familia 3D Model
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Material: Yes
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GAS 21 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz SL500 AMG (R129) 3D Model
Texture: Yes
Material: Yes
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Mercedes-Benz S-Class W221 2005 3D Model
Texture: Yes
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
Texture: Yes
Material: Yes
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