Together, these maps allow you to mimic complex materials that layer gloss and texture in different ways; ideal for high-end automotive shaders, product design mockups, or realistic furniture models.
Supported materials
Physical Material
The Clearcoat Maps in Canvas Studio enhance the physical realism of the Physical Material by layering a second specular response on top of the base surface; mimicking lacquered finishes like car paint, varnished wood, or glossy plastics. These are the Clearcoat Map, the Clearcoat Roughness Map, and the Clearcoat Normal map. These maps work together to define where and how the clearcoat appears, how smooth it is, and how its microstructure reflects light.
Clearcoat Map – a grayscale texture that determines which parts of the surface receive the clearcoat effect. Its influence can be controller by the Clearcoat slider in MaterialSettings in the frontend Canvas UI.Â
Clearcoat Roughness Map – controls how smooth or rough the clearcoat layer is on a per-pixel basis. Its influence can be controller by the Clearcoat Roughness slider in MaterialSettings
Clearcoat Normal Map – adds surface detail specifically to the clearcoat layer, independent from the base normal map, allowing fine imperfections or effects like micro-bumps in a glossy varnish. You can control its Y and X axes scale in the map controls.
Wrap S / Wrap T – define what happens when UVs go beyond 0-1 in the horizontal (S) or vertical (T) direction. Repeat tiles the image, Clamp stretches the edge pixels, and Mirrored tiles while flipping every other tile for a checker-seam look.
Flip Y – inverts the texture vertically; turn it on if your image appears upside-down due to differing UV origins.
Anisotropy – boosts texture sharpness at glancing angles; higher numbers keep details crisp on surfaces seen from the side.
Rotation – spins the entire UV space (in radians), letting you align stripes or grain precisely.
offset X / offset Y – shift the starting point of the texture; handy for sliding patterns or matching seams.
repeat X / repeat Y – control how many times the image tiles across each axis: use integers for even tiling or fractions for stretch effects.
center X / center Y – set the pivot for rotation and scaling; (0.5, 0.5) rotates around the texture’s true center, while (0, 0) pivots around the lower-left corner.
Together, these maps allow you to mimic complex materials that layer gloss and texture in different ways; ideal for high-end automotive shaders, product design mockups, or realistic furniture models.
Supported materials
Physical Material