Mastering Hyper-Realistic Car Paint in Unreal Engine 5: Advanced Shader Techniques
The pursuit of photorealism in real-time rendering is an ever-evolving challenge, and few materials present as many complexities and rewards as automotive paint. The captivating interplay of light, color, and reflections on a car’s surface is what truly brings a vehicle to life, whether in a game, a configurator, or a cinematic.
Achieving a convincing Unreal Engine 5 car material requires a deep understanding of not only the engine’s capabilities but also the underlying physics of real-world car finishes. Generic PBR materials often fall short, failing to capture the unique depth, metallic sparkle, and multi-layered reflections that define premium automotive paint. This comprehensive guide will take you through advanced shader techniques to craft a hyper-realistic car paint material, leveraging Unreal Engine 5’s powerful features for stunning real-time rendering car paint.
The Elusive Luster: Why Car Paint is So Challenging in Real-Time
A perfectly rendered car paint finish is an immediate indicator of visual fidelity. It’s not merely a solid color; it’s a complex stack of layers, each contributing to the final appearance. From the vibrant base coat to the glittering metallic flakes and the protective, reflective clear coat, every element needs meticulous attention.
The primary challenge in real-time rendering car paint lies in accurately simulating these multiple layers and their interactions with light. Traditional PBR workflows, while robust for many materials, often require custom adaptations to truly mimic the distinctive look of automotive finishes. We need to consider phenomena like Fresnel reflections, anisotropic glints, and the subtle refraction through multiple translucent layers, all while maintaining optimal performance in Unreal Engine 5.
Unpacking the Science of Shine: Deconstructing Automotive Paint Layers
Before we dive into the shader graph tutorial, it’s crucial to understand the physical construction of car paint. This knowledge forms the bedrock of our PBR automotive shader, allowing us to translate real-world properties into digital parameters.
Automotive paint isn’t a single layer; it’s a sophisticated system typically composed of:
- Primer Coat: Applied directly to the metal or composite body, providing corrosion protection and a smooth base for subsequent layers. While not directly visible, it influences the overall smoothness.
- Base Coat: This is where the primary color resides. It can be solid, metallic, or pearlescent. Metallic paints contain tiny aluminum or mica flakes that scatter light, creating a sparkling effect.
- Clear Coat: A transparent, high-gloss layer applied over the base coat. This is the protective shield, providing depth, shine, and resistance to scratches and UV radiation. It’s responsible for the deep reflections and the characteristic ‘wet’ look.
Each of these layers has distinct optical properties. The base coat dictates the color and initial reflectivity, while the clear coat acts as a highly reflective, slightly refractive surface that protects and magnifies the layers beneath. Simulating this multi-layered interaction is key to a truly realistic Unreal Engine 5 car material.
The Foundation: Building a Robust PBR Automotive Shader Master Material in UE5
Our journey begins with constructing a flexible master material. This approach allows us to create countless variations of car paint using material instances, saving development time and optimizing performance. We’ll leverage Unreal Engine 5’s material editor to build a comprehensive PBR automotive shader.
Setting Up the Material Domain and Shading Model
For car paint, we will primarily use the ‘Surface’ Material Domain. For the Shading Model, ‘Clear Coat’ is the obvious choice. This specialized shading model, available in Unreal Engine, is designed to simulate a transparent layer on top of a base material. It handles the Fresnel reflections and two distinct specular lobes (one for the base, one for the clear coat) that are crucial for a convincing clear coat effect UE5.
- Create a New Material: Right-click in the Content Browser, go to Materials & Textures, and select Material. Name it something like `M_CarPaint_Master`.
- Set Material Domain: In the Details panel of the material editor, ensure ‘Material Domain’ is set to ‘Surface’.
- Set Shading Model: Crucially, change ‘Shading Model’ to ‘Clear Coat’.
Core Parameters for Flexibility
A master material is only as good as its exposed parameters. We’ll create various Scalar and Vector parameters to control every aspect of our car paint, allowing artists to tweak values without diving into the shader graph.
Base Color and Roughness Parameters
The base color defines the primary hue of the paint, while its roughness determines how diffuse or shiny the underlying surface is before the clear coat. Think of it as the unpolished paint underneath the glossy finish.
- Base Color: Create a ‘Vector Parameter’ (e.g., `Paint_BaseColor`) connected to the Base Color input. This will be the primary tint of your car.
- Base Roughness: Create a ‘Scalar Parameter’ (e.g., `Paint_BaseRoughness`) connected to the Roughness input. This controls the reflectivity of the underlying paint layer. A very low value will make the base coat appear almost metallic even before the flakes, while a higher value will make it more matte.
- Metallic (for Base): While often associated with the flake layer, the base material can also have metallic properties. Create a ‘Scalar Parameter’ (e.g., `Paint_Metallic`) connected to the Metallic input. For most car paints, this will be close to 0, letting the Clear Coat handle the primary metallic look.
Implementing Clear Coat Control
The clear coat effect UE5 is the star of the show. We need precise control over its properties.
- Clear Coat Weight: A ‘Scalar Parameter’ (e.g., `ClearCoat_Weight`) connected to the Clear Coat input. This determines the intensity of the clear coat effect, typically set to 1 for full effect.
- Clear Coat Roughness: A ‘Scalar Parameter’ (e.g., `ClearCoat_Roughness`) connected to the Clear Coat Roughness input. This is vital; it dictates how glossy or hazy the clear coat appears. Very low values (e.g., 0.01-0.03) are common for highly polished car paint.
- Clear Coat Normal: We can blend additional normal maps for micro-scratches or subtle imperfections. Use a ‘Texture Sample’ for a normal map (e.g., `ClearCoat_Normal`) and blend it with the main normal using a ‘Blend Normal’ node before connecting to the Clear Coat Normal input.
Using Custom Functions for Reusability
To keep the master material tidy and promote reusability, encapsulate common node networks into Material Functions. For example, a function to generate or control metallic flakes can be incredibly useful. This modular approach is a hallmark of an effective shader graph tutorial.
Crafting the Gleam: Mastering the Clear Coat Effect in UE5
The clear coat effect UE5 is what sells the realism of car paint. It’s a dual-specular layer that mimics the transparent protective layer, giving the paint its depth and distinctive reflections. Unreal Engine’s ‘Clear Coat’ shading model simplifies this, but we can enhance it further.
Understanding Clear Coat Physics and Parameters
The clear coat’s appearance is primarily driven by its roughness and its Index of Refraction (IOR). The IOR determines how light bends as it passes through the clear coat and reflects off its surface (Fresnel effect). For automotive clear coats, an IOR around 1.5-1.6 is typical.
- Fresnel Effect: The clear coat’s reflectivity changes with the viewing angle. Light hitting it head-on (0-degree angle) has lower reflectivity than light hitting it at a grazing angle (90-degree angle). The Clear Coat shading model handles this automatically based on its Roughness and IOR.
- Micro-Scratches and Imperfections: Even the most polished car paint has subtle micro-scratches, swirl marks, or dust. These break up reflections and add realism. We can simulate these by using a fine-detail normal map and potentially a slight increase in clear coat roughness for specific areas.
Advanced Clear Coat Shader Nodes and Parameters
Let’s refine our clear coat implementation within the master material.
- IOR Control: While the Clear Coat model implicitly uses an IOR, we can indirectly influence it through the Metallic and Specular inputs. For a more direct approach in a custom shading model, you might use a ‘Fresnel’ node with an exponent parameter, but for the built-in Clear Coat model, focusing on Roughness is often sufficient.
- Clear Coat Normal Map Blending: Create a ‘Texture Sample’ node for a clear coat scratch normal map (e.g., `T_ClearCoat_Scratches_N`). Use a ‘Constant Bias Scale’ or ‘Power’ node to control the intensity of these scratches. Blend this with your main surface normal using a ‘Blend Normals’ node, piping the result into the Clear Coat Normal input. This adds subtle imperfections that catch the light, enhancing realism.
- Clear Coat Color Tint: Though typically transparent, a subtle color tint can be added to the clear coat for artistic variations. Create a ‘Vector Parameter’ (e.g., `ClearCoat_Tint`) and multiply it with the Clear Coat output, or use it to tint reflections.
The Sparkle Beneath: Achieving Dynamic Metallic Flake Materials
The distinguishing feature of many premium car paints is the presence of metallic flake material. These tiny, reflective particles embedded within the base coat create a unique sparkle and depth that changes dramatically with the viewing angle and lighting. Simulating this convincingly in real-time is challenging but achievable.
Techniques for Metallic Flake Material
There are several approaches to creating convincing flakes, each with its trade-offs:
- Normal Map Based Flakes: The most common method. A specially crafted normal map simulates the microscopic facets of the flakes. The normals in this map are oriented randomly or in a procedural pattern, causing light to reflect differently across the surface, mimicking individual glints.
- Procedural Flake Generation: Using noise functions and patterns directly within the shader to generate flake-like reflections. This offers greater control and avoids texture tiling issues but can be more computationally intensive.
- Custom Shading Models: For ultimate control, a completely custom shading model could be written to handle flake scattering, though this is significantly more complex and beyond the scope of a standard shader graph tutorial.
Implementing Flake Normal Map Generation
We’ll focus on the normal map approach combined with some shader logic.
- Flake Normal Texture: Create a ‘Texture Sample’ node for your metallic flake normal map (e.g., `T_CarPaint_Flakes_N`). This map should contain highly detailed, varied normal information.
- Tiling and Scale: Use ‘Texture Coordinate’ nodes and ‘Scalar Parameters’ (e.g., `Flake_Tiling_UV`) to control the size and density of the flakes. Very small tiling values will make the flakes appear larger and sparser, while large tiling values will make them fine and dense.
- Blending with Base Normal: This flake normal map shouldn’t entirely replace the base normal. We need to blend it carefully. A common technique is to use a ‘Lerp’ node to blend between the original surface normal and the flake normal, controlled by a ‘Scalar Parameter’ (e.g., `Flake_Intensity`). The result is then piped into the Base Normal input of the Clear Coat material.
Controlling Flake Density, Color, and Sparkle
Beyond just the normal map, we can add more control.
- Flake Color/Tint: To give the flakes a subtle color shift, especially in pearl paints, create a ‘Vector Parameter’ (e.g., `Flake_Color_Tint`) and multiply it with the base color before feeding it into the Base Color input, or use it to tint the specular reflection of the base layer.
- Flake Anisotropy: Some flakes can appear anisotropic (directional sheen). While not directly supported by default in the Clear Coat model for the base layer, you can fake this by rotating your flake normal map using a ‘RotateAboutAxis’ Material Function or by manipulating tangents.
- Sparkle Threshold: For very subtle metallic paints, you might want the flakes to only “sparkle” at certain angles or light intensities. This can be achieved by using a ‘Dot Product’ between the camera vector and surface normal, or a light vector, and using the result to drive a mask that amplifies the flake normal effect.
Unleashing Real-Time Brilliance: Lumen, Ray Tracing, and Performance in UE5
Having a technically perfect shader is only half the battle. To truly achieve hyper-realistic car paint, we need to leverage Unreal Engine 5’s cutting-edge rendering features and optimize for performance. This includes understanding Lumen reflections automotive and ray tracing car rendering.
Lumen Reflections Automotive: Global Illumination and Reflections
Lumen, Unreal Engine 5’s global illumination and reflection system, is a game-changer for real-time rendering car paint. It provides dynamic, real-time indirect lighting and reflections, which are crucial for the convincing interplay of light on a car’s surface.
- Scene Setup: Ensure your scene is well-lit with high-quality HDRI backgrounds (for exterior scenes) or carefully placed studio lights. Lumen will capture these and bounce light realistically.
- Material Configuration: Car paint materials benefit immensely from Lumen. Ensure your material’s metallic and roughness values are accurate. The accurate reflections from Lumen will make the clear coat truly shine.
- Performance Considerations: While Lumen is powerful, it can be demanding. Optimize your scene geometry, use distance fields, and adjust Lumen settings (e.g., ‘Final Gather Quality’) in the Post Process Volume for a balance between fidelity and performance.
Ray Tracing Car Rendering: The Ultimate in Accuracy
For cinematic shots, high-end configurators, or visualizations where performance is less critical than absolute fidelity, ray tracing car rendering offers unparalleled accuracy. Ray tracing delivers physically correct reflections, refractions, shadows, and ambient occlusion.
- Ray Traced Reflections: Enable Ray Traced Reflections in your Project Settings and Post Process Volume. This will replace screen-space reflections (and potentially Lumen reflections) with incredibly precise, multi-bounce reflections, crucial for complex automotive surfaces.
- Ray Traced Translucency/Refraction: Although our clear coat is handled by the Clear Coat shading model, if you were to simulate more complex glass elements, ray-traced translucency would be essential for accurate refraction.
- Benefits for Car Paint: Ray tracing excels at capturing the subtle environmental reflections on the car body, the way light bounces off metallic flakes, and the accurate interaction of the clear coat with its surroundings. This is where your meticulously crafted Unreal Engine 5 car material truly comes to life.
Material Instancing for Workflow Efficiency
Once your master material is complete, create ‘Material Instances’ from it. This is a fundamental workflow for Unreal Engine 5 car material development. Material instances allow you to change the exposed parameters (color, flake intensity, roughness, etc.) without recompiling the shader, leading to faster iteration times and lower memory footprint.
- Right-click your master material (`M_CarPaint_Master`) in the Content Browser and select ‘Create Material Instance’.
- Rename it (e.g., `MI_CarPaint_RedMetallic`).
- Double-click the instance to open it and adjust the exposed parameters.
This allows you to create an entire palette of car paint colors and finishes from a single, optimized master PBR automotive shader.
Post-Processing for the Final Touch
Even with advanced shaders and rendering, post-processing is essential for giving your car renders that professional, cinematic polish.
- Color Grading: Adjust saturation, contrast, and overall color balance to enhance the car paint’s vibrancy.
- Bloom: Adds a soft glow to bright areas, enhancing the specular highlights and giving a sense of intensity. Use subtly.
- Vignette: A slight darkening at the edges of the screen can help frame the car and draw the viewer’s eye.
- Exposure: Fine-tune the overall brightness of the scene.
- Lens Flare: Can add a touch of realism, especially for dramatic lighting.
Conclusion: Drive Your Visions to Photorealism
Mastering hyper-realistic car paint in Unreal Engine 5 is a journey that combines artistic vision with technical understanding. By deconstructing real-world automotive finishes, meticulously building an advanced Unreal Engine 5 car material with a strong PBR automotive shader, and leveraging features like the clear coat effect UE5 and metallic flake material, you can achieve truly breathtaking results.
Embracing the power of Lumen reflections automotive and ray tracing car rendering is crucial for pushing the boundaries of real-time rendering car paint. The techniques outlined in this shader graph tutorial provide a robust foundation for your projects, from game development to high-end automotive visualization.
Start experimenting with these advanced techniques today. Practice makes perfect, and the satisfaction of seeing your vehicles gleam with photorealistic accuracy is immensely rewarding. If you’re looking for high-quality, production-ready car models to apply these advanced shaders to, be sure to visit 88cars3d.com for a wide selection of expertly crafted 3D vehicles. Elevate your automotive renders and bring your designs to life with unparalleled realism!
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Suzuki Swift 2024 3D Model
Texture: Yes
Material: Yes
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Suzuki Liana Sedan 2004 3D Model
Texture: Yes
Material: Yes
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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
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
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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