Beyond PBR: Crafting Hyper-Realistic Automotive Paint Shaders for High-End 3D Visuals
Beyond PBR: Crafting Hyper-Realistic Automotive Paint Shaders for High-End 3D Visuals
The allure of a perfectly rendered automobile in 3D is undeniable. From sleek concept car showcases to high-octane game cinematics, the visual fidelity of automotive models plays a crucial role in captivating audiences. While physically based rendering (PBR) has revolutionized how we approach materials, enabling consistent and realistic lighting, achieving truly hyper-realistic automotive paint remains one of the most significant challenges for 3D artists. It’s a complex dance of light interaction, layered materials, and microscopic details that often requires pushing past conventional PBR workflows.
Modern vehicle paint is far more than just a single, colored surface. It’s a sophisticated system of primer, base coat, various effect pigments, and a thick, glossy clear coat, each interacting with light in unique ways. Simply applying a standard PBR material rarely captures the depth, shimmer, and subtle imperfections that give real-world automotive finishes their distinctive character. This article delves deep into the advanced techniques and principles required to craft automotive paint shaders that stand out, taking your 3D visuals to an entirely new level of realism. For those seeking the perfect starting point, 88cars3d.com offers a range of high-quality 3D models ready for these advanced shader treatments.
Deconstructing the Physics of Automotive Paint
To truly replicate automotive paint, we must first understand its real-world composition and how light interacts with each layer. This multi-layered structure is the secret behind the vibrant colors, deep reflections, and nuanced shifts in appearance that make car paint so captivating. Without this foundational understanding, even the most advanced shader graph techniques will fall short.
At its core, modern automotive paint consists of several distinct layers, each serving a specific purpose:
- Primer: A foundational layer applied directly to the car body. While not typically visible, it provides a smooth, adhesive base for subsequent layers and offers corrosion resistance.
- Base Coat: This is the layer that provides the primary color of the vehicle. It can be a solid color, metallic, or pearlescent, containing pigment particles that absorb and reflect light.
- Effect Pigments (Metallic/Pearlescent): Embedded within or on top of the base coat, these tiny flakes (aluminum for metallic, mica for pearlescent) are responsible for the sparkle and color shift seen in many modern paints. They scatter and reflect light differently depending on the viewing angle.
- Clear Coat: The outermost, transparent layer. This is arguably the most critical layer for visual realism. It provides gloss, depth, UV protection, and resistance to scratches. Its properties dictate the overall reflectivity and perceived smoothness of the paint.
Light interacts with these layers in a complex fashion. Some light penetrates the clear coat, bounces off the base coat and effect pigments, and then refracts back out through the clear coat. Other light directly reflects off the clear coat’s surface. This combination of surface reflection and sub-surface scattering from the underlying layers creates the characteristic depth and sheen of automotive finishes. Understanding this interplay is key to developing sophisticated automotive rendering pipelines that deliver stunning results.
Mastering Advanced PBR Parameters and Beyond
While physically based rendering (PBR) provides a strong foundation, creating hyper-realistic automotive paint demands a meticulous approach to its parameters and often requires augmenting the standard PBR model with additional effects. Simply setting a base color, roughness, and metallic value isn’t enough to capture the full spectrum of automotive finishes.
Base Coat Properties: Color and Subtlety
The base coat dictates the primary hue of the paint. In a PBR workflow, this is typically handled by the “Base Color” or “Albedo” map. However, for accuracy, it’s crucial to understand that even “solid” colors have subtle variations.
- Color Maps: Start with high-resolution texture maps, or use procedural noise combined with color gradients for subtle variation. Avoid perfectly uniform colors, as they can appear flat.
- Roughness/Gloss: While the clear coat handles most of the gloss, the base coat itself isn’t perfectly diffuse. A very subtle roughness map or a low roughness value can prevent it from looking unnaturally matte beneath the clear coat.
Clear Coat Properties: The Pinnacle of Realism
The clear coat is where much of the magic happens. Its characteristics are paramount to achieving that deep, glossy, wet look. This layer interacts with light primarily through reflection and refraction, and mastering its parameters is essential.
- Index of Refraction (IOR): For typical clear coats, an IOR value around 1.4-1.5 is standard. This value dictates how light bends as it enters and exits the clear coat, affecting its reflectivity at grazing angles (Fresnel effect).
- Roughness/Glossiness: This is perhaps the most critical parameter. A very low roughness value (high gloss) is characteristic of new, polished paint. However, no real-world surface is perfectly smooth. Introducing subtle variations via a roughness map can simulate microscopic scratches, dust, or orange peel effects, significantly enhancing realism.
- Thickness: While not a direct PBR parameter, the perceived thickness of the clear coat can be faked or approximated. Thicker clear coats often lead to a deeper appearance, allowing more interaction with the underlying layers. Some advanced shaders might use a faux-transparency for the clear coat to simulate depth.
- Normal Mapping: Extremely fine normal maps can simulate imperfections like micro-scratches or manufacturing defects in the clear coat, which are often invisible at a distance but reveal themselves under close inspection or specific lighting angles.
- Displacement/Parallax Mapping: For extreme close-ups or to enhance the “orange peel” effect (the slight waviness common in sprayed paint), displacement or parallax occlusion mapping on the clear coat layer can add significant geometric detail without requiring excessive polygon count.
The Art of Metallic Flake Shaders
One of the most distinguishing features of modern automotive paint is the inclusion of metallic or pearlescent flakes. These microscopic particles catch and reflect light in dazzling ways, creating a dynamic sparkle and often a color shift as the viewing angle changes. Creating convincing metallic flake shaders is a cornerstone of hyper-realism.
Simulating Flake Distribution and Orientation
The flakes are typically tiny, irregularly shaped particles (often aluminum for metallic, mica for pearlescent) suspended within the base coat or an intermediate layer. Their orientation is rarely perfectly uniform; they tend to settle somewhat randomly but with a slight tendency to align parallel to the surface.
- Procedural Noise: Using procedural noise patterns (e.g., Voronoi noise, Perlin noise) is an excellent way to simulate the random distribution of flakes. This noise can drive parameters like color variation, normal map perturbation, or even mask for different reflectivity values.
- Fake Anisotropy: While true anisotropy can be complex (discussed later), a simple way to simulate the collective effect of flakes is to introduce a subtle anisotropic reflection to the base coat or a dedicated flake layer. This suggests an orientation without needing to model each individual flake.
- Normal Perturbation: Each flake, when hit by light, acts like a tiny mirror. You can simulate this by perturbing the normals of the flake layer based on procedural noise. This makes the light reflections appear more chaotic and sparkly, rather than uniformly smooth.
Controlling Flake Reflectivity and Color
The visual impact of flakes depends on their reflectivity and how they tint or reflect light.
- Reflectivity Mask: Use a texture or procedural noise to mask areas where flakes are present, giving them a higher metallic or reflective value than the surrounding base coat.
- Color Tinting: Pearlescent flakes, in particular, often exhibit a subtle color shift. This can be simulated by adjusting the metallic layer’s color based on the viewing angle (using a Fresnel effect or dot product with camera vector).
- Sparkle Effect: For truly individualistic flakes, some engines allow for custom shader functions that calculate discrete “sparkles” based on camera position, light position, and flake normal, adding a shimmering effect that is incredibly hard to achieve with standard PBR alone.
When building complex automotive scenes, it’s worth exploring the ready-made assets available at 88cars3d.com, which can serve as an excellent foundation for applying these advanced shader techniques.
Practical Implementation Strategies: Modern Engine Workflows
Bringing these theoretical concepts to life requires leveraging the powerful capabilities of modern renderers and real-time engines. Tools like **Unreal Engine 5 materials**, V-Ray, and Octane Render offer flexible **shader graph techniques** and **layered materials** systems that are ideal for crafting intricate automotive paint.
Unreal Engine 5 Materials: The Power of the Material Editor
Unreal Engine 5’s Material Editor is a node-based **shader graph** system that provides immense flexibility. It’s an excellent environment for building complex automotive paint shaders using a **layered materials** approach.
- Base Material Setup: Start with a basic PBR material. Connect your base color, metallic (usually 0 for base coat, 1 for flakes), and a low roughness value.
- Clear Coat Layer: Implement the clear coat as a separate layer or blend it over your base coat using a `Clear Coat` input if available. In UE5, the `Clear Coat` and `Clear Coat Roughness` inputs are specifically designed for this. You’ll often feed a very low roughness value (e.g., 0.05-0.1) here and potentially a micro-normal map.
- Metallic Flake Layer: This is often achieved by blending a second material or using custom nodes.
- Generate procedural noise for flake distribution (e.g., `Voronoi` node, multiplied by a tiling texture).
- Use this noise to mask a metallic reflection. You might add random normal perturbations using a `NormalFromHeightmap` node or by distorting world normals based on noise, then blend this with the base coat normal.
- Control the size, density, and reflectivity of these flakes through parameters exposed in the material instance.
- For advanced effects, consider using custom code nodes to simulate individual flake glints, although this can be expensive.
- Layered Material Blending: For even more control, especially for effects like dirt, scratches, or wear, use Unreal Engine’s `Material Layers` system. This allows you to stack materials (e.g., base paint, clear coat, dirt, dust) and blend them using masks, creating incredibly rich and customizable surfaces. This is a form of advanced layered materials that goes beyond simple PBR inputs.
Offline Renderers (V-Ray, Octane, Redshift): Production-Quality Shaders
Offline renderers often provide even greater control and realism for cinematic-quality renders, albeit with longer render times. Their material systems are generally more explicit about layering and light transport.
- Multi-Layered Shaders: These renderers typically offer dedicated “Car Paint” shaders or allow for custom stacking of materials. You can define distinct layers for base coat, metallic flakes, and clear coat with separate IOR, roughness, and normal inputs.
- Volumetric Flakes: Some advanced setups might even simulate flakes as tiny volumetric particles within the clear coat, offering unparalleled depth and light interaction. This is highly resource-intensive but delivers stunning results.
- Procedural Texturing: Leveraging procedural nodes for flakes, orange peel, and subtle roughness variations is common. These can be driven by noise patterns, curvature maps, and ambient occlusion for a highly detailed and non-repeating look.
Regardless of the engine, always prioritize clean node graphs and expose key parameters for easy artistic iteration.
Advanced Techniques: Anisotropy, Layering, and Displacement
To push beyond merely good and achieve truly hyper-realistic automotive paint, artists must embrace advanced concepts like **anisotropic reflections**, sophisticated **layered materials**, and subtle displacement. These techniques mimic the micro-surface details and complex light interactions found on real-world car finishes.
Harnessing Anisotropic Reflections
Anisotropy refers to the directional scattering of light, often seen on brushed metals or surfaces with microscopic grooves. While individual metallic flakes contribute to an overall “sparkle,” their collective effect can manifest as a subtle anisotropic glint, particularly on highly polished clear coats.
- Directional Roughness: Instead of a single roughness value, anisotropic shaders use two values (or textures) representing roughness along two perpendicular axes. This creates elongated, streaky reflections.
- Tangent Space Control: To achieve anisotropy, you need to define a tangent direction for the surface. For car paint, this might follow the curvature of the body panels, simulating microscopic buffing marks or the way paint flows. Use texture maps or procedural calculations to define these tangent vectors.
- Subtle Effect: For car paint, the anisotropy should be subtle. Overdoing it can make the paint look like brushed metal rather than a glossy finish. It’s about enhancing the glint, not dominating it.
Many modern PBR implementations, including **Unreal Engine 5 materials**, offer inputs for anisotropic tangents or dedicated anisotropic BRDFs within their material models, allowing artists to implement this effect directly within their **shader graph techniques**.
Advanced Layered Materials for Ultimate Control
We’ve discussed the basic layers, but advanced **layered materials** go further, allowing for intricate surface details, wear, and environmental effects. This is crucial for creating convincing **automotive rendering pipelines** for production.
- Micro-Scratch Layer: On top of the main clear coat, add a subtle layer for micro-scratches. This involves a custom normal map (often procedural noise filtered to look like fine scratches) and a slightly higher roughness value, blended with the primary clear coat.
- Dust/Dirt Layer: Utilize ambient occlusion, curvature maps, and world-space noise to mask areas where dust and dirt would accumulate (e.g., crevices, horizontal surfaces). This layer would have its own distinct color, roughness, and possibly normal map.
- Water Droplets/Rain: For dynamic scenes, a separate layer for water beads, driven by a texture mask and custom refraction/reflection properties, can add incredible realism.
- Blending Modes: Experiment with different blending modes (e.g., screen, overlay, additive) for your layers to achieve desired effects, going beyond simple alpha blending.
The power of **layered materials** lies in their modularity. You can create reusable material functions for each effect and stack them, allowing for non-destructive iteration and quick adjustments to the overall look. High-quality base models from 88cars3d.com can be the perfect canvas for experimenting with these intricate layering techniques.
Subtle Displacement for “Orange Peel” and Imperfections
While normal maps can simulate surface detail, true displacement mapping subtly alters the geometry itself, providing unparalleled realism for certain effects.
- Orange Peel Effect: This is a common phenomenon in sprayed paint, where the surface has a very fine, bumpy texture resembling an orange peel. Displacement mapping, driven by subtle procedural noise, is excellent for replicating this. The effect should be incredibly subtle, often only visible in extreme close-ups or specific grazing angles.
- Micro-Dents/Imperfections: For vehicles that aren’t factory fresh, subtle displacement can simulate tiny dents, stone chips, or manufacturing imperfections, adding to the narrative and realism of the model.
Remember that displacement can be computationally expensive. Use it judiciously, focusing on areas where it will have the most visual impact, and optimize your subdivision levels.
Optimizing for Fidelity and Performance
Achieving hyper-realistic automotive paint means balancing visual fidelity with computational efficiency. This is particularly crucial when considering different **automotive rendering pipelines**, from cinematic offline renders to real-time interactive experiences and game assets.
Trade-offs for Real-time vs. Offline Rendering
The approach to optimization differs significantly depending on your target platform.
- Offline Renderers (V-Ray, Octane, Redshift): For cinematic stills and animations, fidelity is paramount. You have the luxury of longer render times, allowing for more complex **shader graph techniques**, higher polygon counts (for displacement), and more intricate light calculations. Focus on achieving the absolute best visual quality.
- Real-time Engines (Unreal Engine 5, Unity): Performance is king. Every shader instruction, texture sample, and polygon count adds to the render budget.
- Shader Complexity: Aim for simpler shader graphs where possible. Combine textures into channels, use cheaper approximation methods for effects like anisotropy, and leverage engine-specific optimizations.
- Texture Resolution: Use appropriate texture resolutions. 4K or 8K textures might be overkill for surfaces that are rarely seen up close. Utilize texture streaming.
- LODs (Levels of Detail): Implement robust LODs for your car models and associated textures. As the car moves further from the camera, use simpler meshes and lower-resolution textures/shaders.
- Pre-baked Elements: Consider baking some complex lighting or reflection data into lightmaps or reflection probes for static environments, reducing real-time calculations.
Efficient Shader Graph Techniques
Regardless of the engine, efficient **shader graph techniques** are vital.
- Material Functions/Snippets: Create reusable material functions for common effects (e.g., metallic flake generator, clear coat layer, scratch map blenders). This keeps your main material graph clean and promotes reusability.
- Conditional Logic: Use branch nodes or custom expressions to disable complex parts of the shader when they’re not needed (e.g., turning off individual flake glints when the camera is far away).
- Texture Atlases: Combine multiple smaller textures into a single, larger atlas to reduce draw calls.
- Profile and Optimize: Utilize engine profiling tools (e.g., Unreal Engine’s Shader Complexity view) to identify bottlenecks and optimize expensive shader instructions.
By carefully balancing these considerations, you can achieve stunning visual fidelity without crippling performance, ensuring your high-end 3D car models are ready for any scenario.
Conclusion: The Pursuit of Automotive Visual Perfection
Crafting hyper-realistic automotive paint shaders is an art form that demands a deep understanding of real-world physics, meticulous attention to detail, and mastery of advanced rendering techniques. Moving **beyond physically based rendering (PBR)** involves dissecting the multi-layered nature of car paint, meticulously recreating **clear coat properties**, designing captivating **metallic flake shaders**, and leveraging powerful tools like **Unreal Engine 5 materials**.
We’ve explored the importance of **anisotropic reflections**, the versatility of **layered materials**, and the subtle impact of displacement, all while emphasizing efficient **shader graph techniques** within robust **automotive rendering pipelines**. The journey to visual perfection is iterative, requiring constant experimentation and refinement.
Whether you’re rendering a high-fidelity cinematic, developing a next-gen game, or building an interactive configurator, the quality of your automotive paint will be a defining factor. Equip yourself with the knowledge and tools discussed here, and start transforming your 3D vehicles from impressive to truly breathtaking. For artists seeking exceptional base models to apply these advanced techniques, explore the vast selection of high-quality assets available at 88cars3d.com and elevate your automotive visuals today.
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Volkswagen Passat CC 3D Model
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Material: Yes
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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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