Demystifying Automotive Paint Complexity
The pursuit of photorealism in 3D rendering is an endless journey, especially when it comes to capturing the intricate beauty of an automobile. While standard Physically Based Rendering (PBR) materials offer a solid foundation, achieving truly breathtaking, showroom-quality vehicle visuals in real-time environments like Unreal Engine 5 demands a much deeper dive. Generic PBR often falls short in replicating the dazzling complexity of real-world car paint, which is a marvel of engineering and artistry.
For automotive designers, game developers, and 3D artists, the challenge lies in moving beyond the basic metallic-roughness workflow to craft a sophisticated, multi-layered shader that mimics every nuance of a high-end finish. This article will guide you through mastering advanced car paint shaders in Unreal Engine 5, transforming your vehicle models from good to absolutely stunning. We’ll explore the essential techniques to unlock photorealistic automotive rendering, ensuring your creations truly shine. If you’re starting with a base model, remember that quality assets, like those found at 88cars3d.com, provide an excellent foundation for these advanced shader techniques.
Demystifying Automotive Paint Complexity
Real-world car paint is far from a simple, monolithic layer. It’s a meticulously engineered system of multiple coats, each serving a specific purpose and contributing to the final aesthetic. Understanding this inherent complexity is the first step towards replicating it digitally. Ignoring these layers is precisely why many digital car paints look flat or unrealistic.
The Limitations of Standard PBR Materials
Traditional PBR material workflows, while excellent for a vast array of surfaces, struggle with car paint because they typically assume a single surface layer with uniform properties. Car paint, however, is an optically complex phenomenon. It involves a base color layer, often with metallic or pearl flakes, covered by a transparent, highly reflective clear coat. This multi-layered structure significantly impacts how light interacts with the surface.
When you try to achieve metallic flakes and a glossy clear coat using only a single PBR shader, you’re forced to compromise. You either get dull flakes or a clear coat that doesn’t have the distinct depth and separate reflections observed in reality. This is where a more sophisticated, layered shader workflow becomes indispensable.
The Multi-Layered Reality of Car Paint
To truly understand how to build an advanced car paint shader, let’s break down its real-world composition:
- Primer Coat: Applied to the bare metal for adhesion and corrosion protection. While not directly visible, it influences the base color.
- Base Coat (Color Coat): This is the primary color layer, often containing pigments and, crucially, metallic or pearl particles for special effects. Its roughness and reflectivity vary depending on the paint type (solid, metallic, pearl).
- Clear Coat: A transparent, extremely hard, and glossy layer applied on top. It protects the base coat and provides the deep, mirror-like reflections that are characteristic of vehicle finishes. This layer has its own distinct physical properties, including refraction and glossiness.
Our goal is to build an Unreal Engine 5 car paint material that accurately simulates the optical properties of the base coat and, most importantly, the clear coat, along with the interaction between them. This approach forms the core of our photorealistic automotive rendering.
Constructing the Base Layer: Foundation of Your Car Paint Shader
The journey begins in Unreal Engine 5’s Material Editor, where we’ll start laying the groundwork for our advanced car paint. This initial phase focuses on establishing a robust base material that can evolve into the intricate layered structure we need. This is where your automotive material graphs truly begin to take shape.
Setting Up the Base Material Graph
Open a new material and set its Shading Model to ‘Clear Coat’. This is a critical first step, as it provides the dedicated clear coat layer we need without having to manually blend two separate PBR shaders. The Clear Coat shading model is specifically designed for surfaces like car paint and varnished wood, offering a performance-optimized and physically accurate solution.
For the base color, start with a simple Vector3 parameter or a Texture Sample connected to the Base Color input. This will give you an easily adjustable primary color. For normal maps, use a Texture Sample node connected to the Base Normal input. Even for a smooth base, a subtle normal map can help simulate surface irregularities later on.
Achieving Accurate Color and Roughness
The Base Color and Base Roughness inputs control the appearance of the paint *underneath* the clear coat. For a metallic paint, the Base Color should represent the color of the flakes and the underlying pigment. The Base Roughness is crucial here; it determines how diffuse or reflective this underlying layer is. A lower roughness will make the flakes appear sharper and more reflective, while a higher roughness will create a more diffused, satin look.
You can use a Texture Sample for Base Roughness to introduce subtle variations, simulating areas where the paint might be slightly less uniform. Ensure your colors are in a linear color space for correct PBR calculations. Using sRGB textures for color is standard, but be mindful of any manual color adjustments to keep them physically plausible. Parameters are key here, allowing you to fine-tune every aspect of your Unreal Engine 5 car paint.
Capturing the Sparkle: Metallic and Pearl Flakes
The distinguishing feature of many premium car paints is the inclusion of tiny metallic or pearl flakes. These microscopic particles reflect light in fascinating ways, creating a dazzling sparkle and depth that changes with the viewing angle. Replicating this effect accurately is a cornerstone of photorealistic automotive rendering.
Simulating Anisotropic Metallic Flakes
True metallic flakes are not isotropic; they reflect light differently depending on their orientation. While Unreal Engine’s standard metallic input doesn’t directly support anisotropic reflections for the base layer, we can simulate this effect through clever use of custom normal maps and texture parameters. The ‘Anisotropic Metallic Flakes’ keyword is pivotal here, and we’ll tackle it directly.
One common technique involves using a carefully crafted normal map that simulates the orientation of these flakes. This normal map is often generated procedurally or with tools like Substance Designer, featuring tiny, elongated bumps that mimic the individual flakes. Connect this custom normal map to the Base Normal input. The intensity of this normal map can be controlled via a scalar parameter, allowing you to dial in the visibility of the flakes.
To enhance the anisotropic appearance, you can also use a Fresnel effect to drive the metallic contribution. This ensures that the flakes become more reflective at grazing angles, just like real metal particles do. Blend this with a noise texture to introduce further irregularity, making the flakes appear more random and natural.
The Power of Custom UVs and Normal Maps
Generating convincing flake patterns often requires more than just a simple noise texture. You might need custom UVs to project specific flake patterns onto the car’s surface without noticeable tiling. Consider using world-space UVs for your flake normal maps, which helps prevent stretching and distortion on complex geometry. This ensures the flakes appear consistent across the entire vehicle.
For finer control, you can create a material function dedicated to flake generation. This function can take parameters like flake size, density, and anisotropy direction. Within this function, you’ll combine various noise patterns, often rotated and scaled, to create the intricate look of metallic or pearl particles. This custom function will then output a normal map and potentially a metallic mask that feeds into your main Unreal Engine 5 car paint material, making your automotive material graphs highly modular.
The Luminous Veil: Advanced Clear Coat Shader Techniques
The clear coat is arguably the most critical component of a realistic car paint shader. It’s the transparent, glossy layer that provides depth, protects the underlying paint, and delivers those iconic, crisp reflections. Mastering the clear coat shader is essential for achieving true photorealistic automotive rendering.
Building a Physically Accurate Clear Coat
As mentioned, setting the Shading Model to ‘Clear Coat’ in your material is the foundational step. This instantly gives you dedicated inputs for Clear Coat and Clear Coat Roughness. The ‘Clear Coat’ input acts as a mask, determining where the clear coat effect is applied (usually 1.0 for the entire car body). The ‘Clear Coat Roughness’ input controls the glossiness of this top layer. For pristine showroom paint, this value will be very low (close to 0), mimicking a mirror-like finish.
You’ll also find a ‘Clear Coat Normal’ input. This is incredibly powerful. While the base normal map influences the flake direction, the clear coat normal map can introduce surface imperfections unique to the top layer. Think about using a subtly noisy normal map here to simulate the incredibly fine texture of a painted surface at a microscopic level, adding another layer of realism to your Unreal Engine 5 car paint.
Adding Subtle Imperfections (Orange Peel & Micro-Scratches)
Perfectly smooth surfaces rarely exist in the real world, and car paint is no exception. Introducing subtle imperfections like ‘orange peel’ and micro-scratches dramatically enhances realism. Orange peel is a slight waviness in the clear coat, resembling the skin of an orange, and it’s a common characteristic of sprayed paint finishes.
To simulate orange peel, create a tiling noise texture with subtle bumps and connect it to the Clear Coat Normal input. Experiment with different noise types (e.g., Perlin noise, Worley noise) and scales until you achieve a convincing effect. The intensity should be very subtle; overuse will make the paint look damaged. Blend this noise with your base normal map if necessary, but generally, the clear coat normal should handle these top-level imperfections.
For micro-scratches, you can create another noise texture, perhaps a fine anisotropic noise, and use it to slightly increase the Clear Coat Roughness in specific areas. Alternatively, you can layer a very fine scratch pattern texture over your clear coat roughness. These tiny scratches become visible at certain angles and add to the worn-in, authentic feel of the vehicle. For high-quality, pre-made scratch textures or base car models, be sure to check out 88cars3d.com.
Elevating Realism with Real-Time Ray Tracing
Unreal Engine 5’s real-time ray tracing capabilities are a game-changer for photorealistic automotive rendering. When combined with advanced car paint shaders, ray tracing elevates visual fidelity to unprecedented levels, providing physically accurate reflections, refractions, and global illumination.
Leveraging Ray-Traced Reflections and Global Illumination
The clear coat layer, being highly reflective, benefits immensely from ray-traced reflections. Unlike screen-space reflections, ray-traced reflections can accurately reflect objects outside the screen view, providing a complete and convincing reflection of the environment. This is crucial for automotive renders, where the vehicle often needs to interact realistically with its surroundings.
Enable ray-traced reflections in your project settings and ensure your lighting setup (e.g., an HDRI skybox, Lumen Global Illumination) is configured to provide rich environmental lighting. The combination of a finely tuned clear coat shader and ray-traced reflections will produce reflections with correct perspective, occlusion, and color bleeding, making your Unreal Engine 5 car paint indistinguishable from reality.
Ray-traced global illumination (especially with Lumen) further enhances the realism by simulating how light bounces and illuminates the scene. This means your car paint will pick up subtle color shifts from surrounding objects and surfaces, further grounding it in the environment. This level of interaction is vital for an authentic feel.
Optimizing Ray Tracing for Car Paint
While powerful, ray tracing can be computationally intensive. For automotive material graphs, it’s important to optimize your settings. In Unreal Engine’s project settings, under ‘Rendering’ -> ‘Ray Tracing’, you can adjust parameters like ‘Max Reflections Bounces’ and ‘Samples Per Pixel’. For most car paint scenarios, a few reflection bounces are sufficient to achieve a convincing look without excessive performance cost.
Consider using ‘Ray Tracing Quality Switch’ nodes in your material. These nodes allow you to use different shader logic or texture resolutions when ray tracing is enabled versus when it’s not. For example, you might use a higher resolution normal map for your clear coat imperfections when ray tracing is active, but revert to a simpler setup for non-ray traced views to save performance. This selective optimization ensures you get the visual punch where it matters most for your photorealistic automotive rendering.
The Complete Picture: Assembling the Advanced Car Paint Material
Now that we’ve explored the individual components, it’s time to bring everything together into a cohesive and robust material. This section focuses on the practical aspects of combining your base coat, flake effects, and advanced clear coat features within a single Unreal Engine 5 car paint material.
Layered Material Workflow in Action
The beauty of the ‘Clear Coat’ shading model is that it inherently supports a layered workflow. Your base color, base metallic, base roughness, and base normal inputs define the layer *underneath* the clear coat. Then, your clear coat, clear coat roughness, and clear coat normal inputs define the top layer. This separation is crucial.
Your automotive material graphs should be organized logically. Encapsulate your flake generation logic within a Material Function. Do the same for your orange peel and micro-scratch effects. This modularity makes your material easier to manage, debug, and reuse across different car models. For instance, you could have a ‘MF_CarPaintFlakes’ and ‘MF_CarPaintClearCoatImperfections’ that feed into your main material.
Use parameters extensively. Every important value – base color, flake intensity, clear coat roughness, orange peel intensity, scratch visibility – should be exposed as a parameter. This allows you to create Material Instances, which are instances of your main material where you can easily change these values without recompiling the shader. This is vital for rapid iteration and creating variations like metallic red, pearl white, or matte black from a single master material.
Fine-Tuning Parameters for Different Paint Types
A truly advanced car paint shader isn’t just one look; it’s a system capable of producing a wide range of finishes. Here’s how to adjust your parameters for common paint types:
- Solid/Non-Metallic: Set Base Metallic to 0.0, rely on Base Color, and use a moderate Base Roughness. The Clear Coat Roughness will define the gloss.
- Metallic Paint: Set Base Metallic higher (e.g., 0.8-1.0), and use your anisotropic metallic flakes normal map. Adjust Base Roughness to control flake sharpness.
- Pearl/Iridescent Paint: This is trickier. You’ll often need to blend multiple Base Colors based on viewing angle (using Fresnel or dot product with camera vector) or use a texture that shifts hue. Your flake normal map will still be relevant.
- Matte/Satin Finish: For these, significantly increase the Clear Coat Roughness (e.g., 0.3-0.6) and possibly the Base Roughness. This diffuses reflections rather than creating a sharp mirror. For true matte, you might even consider a custom shader model without the clear coat layer, or set clear coat to 0 and rely purely on base PBR.
Experimentation is key. Use a high-quality environment map and good lighting to see how your Unreal Engine 5 car paint reacts. Adjust values incrementally and observe the changes. The subtle interplay of these parameters is what brings your photorealistic automotive rendering to life.
Performance Optimization for Automotive Materials
Developing a visually stunning car paint shader is only half the battle; ensuring it performs well in real-time environments is equally crucial. High-end automotive materials, while beautiful, can quickly become performance bottlenecks if not optimized correctly. This is especially true for games and virtual production.
Material Instancing and Parameter Collections
The single most important optimization technique for advanced car paint shaders is the extensive use of Material Instances. As discussed, your master material should expose all critical properties as parameters. Then, for each specific car model or paint variation (e.g., red metallic, blue pearl), you create a Material Instance. These instances inherit the complex shader logic but allow you to change parameters like color, roughness, flake intensity, and normal map intensity without recompiling the shader each time. This saves significant compilation time and memory.
For parameters that need to be globally controlled or shared across multiple materials (e.g., a universal scratch intensity that affects all cars in a scene), use a Material Parameter Collection. This allows you to adjust a single value that propagates to all materials referencing it, offering centralized control and efficient updates.
LODs and Decal-Based Imperfections
For vehicles that will be viewed from varying distances, Level of Detail (LOD) materials are essential. At further distances, you can swap to a simpler material instance that uses lower resolution textures, fewer flake details, or even disables some clear coat imperfection effects. This significantly reduces GPU overhead for objects that are not in close focus.
Instead of baking all imperfections (like dirt, grime, or significant scratches) directly into your car paint material, consider using Decals. Decals are separate, projected materials that overlay on top of your base material. This offers several advantages:
- Modularity: You can reuse dirt or scratch decals across many different car materials without modifying the base shader.
- Performance: Decals are often cheaper to render than adding complex blending logic to your main material graph.
- Flexibility: Decals can be dynamically placed and removed, allowing for interactive damage or customization.
By judiciously applying these optimization strategies, you can maintain high visual fidelity for your Unreal Engine 5 car paint while ensuring smooth real-time performance, a critical consideration for any photorealistic automotive rendering project.
Conclusion
Mastering advanced car paint shaders in Unreal Engine 5 is a journey that goes beyond basic PBR materials. It requires a deep understanding of real-world automotive paint layers, a meticulous approach to constructing a multi-layered shader, and a keen eye for subtle imperfections. By leveraging the Clear Coat shading model, simulating anisotropic metallic flakes, crafting a sophisticated clear coat shader with orange peel and micro-scratches, and embracing the power of real-time ray tracing, you can achieve truly photorealistic automotive rendering.
The techniques discussed, from building robust automotive material graphs to optimizing performance for real-time applications, provide a comprehensive toolkit for any artist striving for the highest visual fidelity. Remember that attention to detail, extensive parameterization, and iterative refinement are the hallmarks of exceptional material work. The effort invested in these advanced techniques will elevate your 3D car models from mere digital assets to captivating works of art.
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Volkswagen Golf V 2006 3D Model
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Material: Yes
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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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Material: Yes
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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
Texture: Yes
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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