The gleam of a perfectly rendered car in a virtual world is a testament to the artist’s skill and the engine’s capability. For automotive designers, game developers, and 3D artists, achieving truly photorealistic car paint in real-time environments like Unreal Engine 5 is often the ultimate challenge. It’s not just about applying a color; it’s about replicating a complex, multi-layered material that interacts with light in highly specific and captivating ways.
This guide dives deep into creating an advanced Unreal Engine 5 shader for automotive paint, pushing the boundaries of realism for your automotive visualization projects. We’ll explore the intricate physics of car paint, leverage UE5’s powerful Material Editor, and implement advanced techniques to achieve stunning, believable results.
The Nuances of Automotive Paint: Beyond a Simple Texture
Automotive paint is far more complex than a single layer of color. From a material science perspective, it’s an engineering marvel designed for durability, aesthetics, and protection. To accurately simulate this in a 3D environment, we must first understand its physical composition and how each layer contributes to its unique appearance. This understanding is crucial for any aspiring expert in automotive visualization.
Breaking Down the Layers: A Microscopic View
- Primer Layer: While not always directly visible, the primer provides a smooth, uniform surface for the subsequent coats and helps prevent corrosion. Its primary role is foundational, impacting how smoothly the base coat lays.
- Base Coat: This is where the primary color of the vehicle resides. For non-metallic finishes, it’s a solid pigment. However, many modern automotive paints incorporate tiny aluminum or mica flakes within this layer. These metallic flakes are pivotal for the paint’s sparkle and shift in appearance under different lighting angles.
- Clear Coat: The outermost layer is a transparent, highly durable lacquer. This layer is responsible for the paint’s deep gloss, protection from environmental elements, and, crucially, its characteristic reflections. The clear coat acts like a transparent shell, distorting and reflecting light before it even reaches the base coat below. Simulating this clear coat effect accurately is paramount for realism.
Each of these layers has distinct physical properties that influence how light bounces off, refracts through, and is absorbed by the material. Ignoring any of these details will result in a flat, unrealistic appearance, undermining the goal of photorealistic car paint.
PBR Principles for Automotive Materials: The Foundation of Realism
Physically Based Rendering (PBR) materials are the cornerstone of modern real-time graphics, and they are absolutely essential for achieving believable automotive paint. PBR ensures that materials react to light in a physically plausible manner, making them look correct under any lighting condition, unlike older, less accurate rendering techniques.
Applying PBR to Each Layer
The core PBR propertiesโBase Color, Metallic, Specular, Roughness, and Normalโmust be carefully considered for each component of the automotive paint system. Unreal Engine 5 provides a robust framework for implementing these properties.
-
Base Coat (Color & Flakes):
- Base Color: This will be the primary color of your car. For metallic paints, this color will subtly blend with the metallic reflection.
- Metallic: For the base layer, if you’re simulating flakes via a custom solution, the base Metallic value might be low (near 0). However, the metallic flakes themselves are highly metallic. This is where a blend or more complex logic comes in.
- Roughness: The base coat itself might have a very slight roughness, but most of its smoothness is derived from the clear coat. For an exposed base coat (e.g., damaged paint), this would be higher.
-
Metallic Flakes:
- These microscopic elements primarily contribute to the specular response. They are essentially tiny metallic surfaces embedded in the base coat.
- Their orientation and density create the characteristic “sparkle” and color shift (flop effect) seen in metallic paints.
- Accurate metallic flake mapping often involves a combination of custom normal maps, texture-driven randomization, and anisotropic reflections to capture their complex interaction with light.
-
Clear Coat Effect:
- This is where Unreal Engine 5’s dedicated clear coat inputs truly shine. The clear coat layer has its own set of PBR properties, separate from the underlying base material.
- ClearCoat: A value of 1 enables the clear coat.
- ClearCoatRoughness: This is crucial. A very low roughness value (e.g., 0.02 – 0.05) simulates a highly polished, glossy finish. Scratches and imperfections would increase local roughness.
- ClearCoatNormal: This input allows you to add subtle surface details like orange peel texture, swirl marks, or scratches to the top clear coat layer, making the surface less perfect and thus more realistic.
- The clear coat also has a dielectric Fresnel effect, meaning its reflectivity changes with the viewing angle. This is handled automatically by UE5’s PBR model.
Understanding and correctly implementing these PBR principles within your Unreal Engine 5 shader is foundational. It ensures your photorealistic car paint looks convincing from every angle and under any lighting condition.
Building the Advanced UE5 Car Paint Material: A Layered Approach
Now, let’s translate these physical principles into a practical implementation within Unreal Engine 5’s powerful Material Editor nodes. We’ll construct a multi-layered material that accurately simulates the base color, metallic flakes, and the all-important clear coat effect.
Step 1: The Base Layer โ Color and Initial Parameters
Start with a basic Material setup. The core of our base coat begins here.
- Create a New Material: In your Content Browser, right-click -> Material. Name it something descriptive, like `M_CarPaint_Advanced`.
- Base Color Input: Drag a `VectorParameter` node (or `Constant3Vector` for a fixed color) into the graph and connect it to the `Base Color` input of the main material node. This allows for easy color changes via Material Instances.
- Roughness: For the base coat, assuming it’s covered by a clear coat, its roughness will be relatively high (e.g., 0.6-0.8), as the clear coat will handle the primary reflections. Use a `ScalarParameter` for flexibility.
- Metallic: Set the `Metallic` value to 0 for the base coat itself, as we’ll handle the metallic flakes separately through normal map manipulation and specific contributions.
This provides a solid, colored foundation upon which we’ll build the more complex effects. For high-quality base models, consider sourcing from 88cars3d.com, where you can find excellent vehicles ready for your advanced shaders.
Step 2: Integrating Metallic Flakes for Dynamic Depth
The shimmering effect of metallic flakes is critical for a truly photorealistic car paint. We’ll simulate this by manipulating the normal map and adding a subtle anisotropic effect.
- Generate a Flake Pattern: The simplest way is to use a `Noise` node (e.g., `Perlin Noise` or `Voronoi` for a more crystalline look). Adjust its scale to get suitably small flakes.
- Convert to Normal Map: Use a `NormalFromHeightmap` Material Function or custom nodes to convert your noise pattern into a normal map. This will cause light to scatter differently on the “surface” of each flake.
-
Flake Density and Size Control:
- Use a `Multiply` node to control the strength of the flake normal map before blending.
- A `TextureCoordinate` node combined with a `Divide` or `Multiply` can control the scaling of the noise, effectively changing flake size.
- For more advanced control, especially over flake density, you might create a custom expression that applies the normal map only to certain areas based on another noise mask. This is a great example of where custom Material Editor nodes come into play.
- Blend with Base Normals: If you have a base normal map (e.g., subtle body panel imperfections), use a `BlendAngleCorrectedNormals` node to combine your flake normal map with it. Connect the output to the main `Normal` input.
This technique, often referred to as metallic flake mapping, gives the impression of depth and shimmer without needing complex geometry for each flake. The subtle changes in normal direction across these flakes simulate their anisotropic reflections.
Step 3: Crafting the Clear Coat Effect
The clear coat effect is arguably the most important component for realism. Unreal Engine 5 provides dedicated inputs that simplify this process significantly.
-
Enable Clear Coat:
- Drag a `ScalarParameter` node, name it `ClearCoat_Intensity`, and set its default to 1. Connect this to the `ClearCoat` input of the main material node.
-
Clear Coat Roughness:
- Drag another `ScalarParameter` node, name it `ClearCoat_Roughness`, and set its default to a very low value, like 0.02. Connect this to the `ClearCoatRoughness` input. This will make the surface highly reflective.
- For added realism, you can introduce subtle variations in roughness using a blurred noise texture or mask, simulating slight imperfections or dust.
-
Clear Coat Normal:
- To simulate subtle “orange peel” texture, swirl marks, or fine scratches on the clear coat, create or import a subtle normal map.
- Drag a `TextureSample` node, link your normal map, and connect it to the `ClearCoatNormal` input. Use a `TextureCoordinate` node to control its tiling.
- You can also use a `Fresnel` node combined with `Lerp` to slightly alter the clear coat’s effect based on viewing angle, making it appear thicker or deeper, further enhancing the photorealistic car paint.
- IOR (Index of Refraction): While not directly exposed in the main material inputs for the clear coat, UE5’s PBR clear coat model assumes a plausible IOR (around 1.5). You can’t directly change it, but understanding its presence helps explain the light interaction.
By carefully setting these parameters, you achieve a highly convincing clear coat effect, allowing the base coat and metallic flakes to shine through while being protected by a glossy, reflective layer.
Step 4: Adding Subtle Imperfections and Wear
Perfectly clean and pristine cars rarely exist in the real world. Introducing subtle imperfections significantly boosts realism. These are often blended in using masks.
- Dirt and Grime: Use a `TextureSample` with a dirt/grime mask (grayscale) and `Lerp` nodes to blend in slightly higher `Roughness` values and desaturated `Base Color` values where dirt accumulates.
-
Scratches and Swirl Marks:
- Create specific normal maps and roughness maps for scratches.
- Use a mask texture (e.g., procedural grunge or hand-painted) to determine where these scratches appear.
- Blend these maps with your existing clear coat normal and roughness inputs using `Lerp` nodes and the mask as alpha.
- Dust/Water Spots: Similar to dirt, these can be achieved with specific textures that modify roughness and, in the case of water, possibly contribute a subtle metallic sheen at glancing angles.
The key here is subtlety. Overdoing imperfections can quickly make the car look old and neglected, unless that’s your intention. A delicate touch with Material Editor nodes and masking textures will yield the best results.
Real-Time Rendering Optimization and Advanced Techniques
Creating a stunning Unreal Engine 5 shader for car paint is one thing; making it run efficiently in a real-time environment is another. This section covers crucial real-time rendering optimization strategies and leverages advanced UE5 features to push realism even further.
Optimizing Your UE5 Shader for Performance
Complex shaders can quickly become performance bottlenecks. Hereโs how to keep your photorealistic car paint looking great without crippling frame rates.
- Minimize Instruction Count: Every node in the Material Editor adds to the shader’s instruction count. Aim to simplify logic where possible. Use `Static Switch Parameter` nodes to enable/disable complex features (like detailed flake anisotropy or advanced wear effects) based on quality settings or LODs.
- Texture Samplers: Be mindful of the number of unique texture samples. While UE5 handles texture streaming well, too many samplers can still impact performance. Combine texture maps into channels where appropriate (e.g., R for roughness, G for metallic, B for AO).
- Material Functions: Encapsulate complex or repetitive logic into Material Functions. This not only cleans up your main material graph but also allows for better organization and potential re-use, reducing compile times and improving maintainability.
- Material Instances: Always use Material Instances for variations of your base material (e.g., different colors, flake densities). This compiles the base shader once, making changes to parameters much faster and more efficient at runtime.
- Level of Detail (LOD) for Materials: For objects far from the camera, you might not need the full complexity of your advanced car paint shader. While UE5’s LOD system primarily handles geometry, you can use a simple `ScreenPosition` check or a custom distance parameter within your material to switch to a simpler shader version at a distance, thus achieving superior real-time rendering optimization.
Leveraging Lumen and Nanite for Next-Gen Realism
Unreal Engine 5’s flagship technologies, Lumen and Nanite, are game-changers for realistic rendering, especially for highly reflective surfaces like car paint.
-
Lumen Global Illumination and Reflections:
- Lumen provides dynamic global illumination and reflections that are incredibly accurate. For a car, this means that the surrounding environment will bounce light realistically off the paint surface, influencing its perceived color and brightness.
- The glossy reflections from Lumen are crucial for the clear coat effect, accurately showing environmental details and light sources on the car’s body, making the vehicle feel truly integrated into its scene.
-
Nanite Virtualized Geometry:
- While Nanite primarily deals with geometric complexity, it indirectly benefits material artists. By allowing incredibly detailed models (like those you might find on 88cars3d.com), Nanite ensures that even the smallest body panel nuances are present, providing perfect surfaces for your detailed Unreal Engine 5 shader to shine upon.
- High-fidelity geometry combined with advanced shaders creates an unparalleled level of realism for automotive visualization.
The Power of Ray Tracing for Superior Reflections
For the absolute pinnacle of visual fidelity, especially for cinematic shots or high-end product automotive visualization, Unreal Engine 5’s hardware-accelerated Ray Tracing features are indispensable.
- Ray Tracing Reflections: While Lumen handles excellent screen-space reflections, Ray Tracing provides physically accurate, off-screen reflections and multi-bounce light paths. For a glossy car paint, this means perfect reflections of the entire environment, including objects not visible in the camera’s frustum. This truly elevates the clear coat effect to a new level.
- Ray Tracing Translucency and Refraction: Although less critical for the opaque paint itself, Ray Tracing can also enhance the realism of car windows and other transparent elements, complementing the overall vehicle material setup.
- Enabling Ray Tracing: Activate Ray Tracing in your project settings (Project Settings -> Engine -> Rendering -> Ray Tracing). Ensure your lighting and post-processing volumes are configured to utilize Ray Tracing for reflections.
Combining the nuanced Unreal Engine 5 shader you’ve built with the power of Lumen and Ray Tracing guarantees an uncompromised level of photorealistic car paint rendering.
Exploring Advanced Custom Material Editor Nodes
For artists pushing the boundaries, custom expressions and bespoke material functions in the Material Editor nodes offer limitless possibilities.
- Anisotropic Flake Shading: While basic metallic flakes can be faked with normal maps, true anisotropy (where reflections stretch based on viewing angle and surface orientation) often requires custom HLSL code in a `Custom` node. This allows for precise control over how light interacts with the elongated flakes, providing a more complex and convincing shimmer.
- Procedural Wear and Tear: Instead of relying solely on baked textures, procedural methods (e.g., using world position, normal direction, and various noise functions) can generate dynamic dirt, dust, and scratch masks that feel organic and react to the environment.
- Multi-Layer Clear Coat: For ultra-high fidelity, some artists experiment with faking a second, thinner clear coat layer on top of the main one, using techniques like depth-based blending or custom Fresnel calculations to create an even deeper, more complex reflection profile. This is often achieved with bespoke Material Editor nodes and custom blends.
Conclusion: The Art and Science of Photorealistic Automotive Paint
Mastering photorealistic car paint in Unreal Engine 5 is a challenging yet incredibly rewarding endeavor. It requires a deep understanding of PBR principles, meticulous attention to the physical layers of automotive finishes, and a skillful application of Unreal Engine 5’s powerful Material Editor nodes.
By dissecting the base coat, meticulously integrating metallic flake mapping, and crafting a convincing clear coat effect, you can transform a simple 3D model into a breathtakingly realistic vehicle. Furthermore, leveraging techniques like real-time rendering optimization, Lumen, Nanite, and Ray Tracing elevates your automotive visualization to cinematic quality.
The journey to creating an impeccable Unreal Engine 5 shader for car paint is one of continuous learning and experimentation. We encourage you to apply these techniques, tweak parameters, and explore new combinations. The perfect automotive render awaits your touch! For high-quality base models to kickstart your next project, remember to visit 88cars3d.com, your resource for premium 3D vehicle assets.
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Subaru Outback 2024 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy 2003 3D Model
Texture: Yes
Material: Yes
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Subaru Legacy Touring Wagon 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II (X100) 1998 3D Model
Texture: Yes
Material: Yes
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Toyota Corona 1985 3D Model
Texture: Yes
Material: Yes
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Toyota Mark II X81 1990 3D Model
Texture: Yes
Material: Yes
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Toyota iQ EV 2012 3D Model
Texture: Yes
Material: Yes
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Toyota Aygo 2013 3D Model
Texture: Yes
Material: Yes
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Toyota Crown S180 2005 3D Model
Texture: Yes
Material: Yes
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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
Texture: Yes
Material: Yes
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Toyota Yaris 1999 3D Model
Texture: Yes
Material: Yes
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Toyota Supra 2020 3D Model
Texture: 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
Texture: Yes
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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