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CRZ_shading_test

Posted: Sat Sep 04, 2010 4:04 pm
by jbeau3d
Just a quick test, using direct lighting + HDRI. render time 120 sec.

Re: rim

Posted: Sat Sep 04, 2010 4:46 pm
by jbeau3d
direct+daylight

Re: rim

Posted: Sat Sep 04, 2010 5:48 pm
by jbeau3d
Can anyone make any recommendations for multiple layers of glass? Specifically geared towards headlamps and taillamps setups, besides passing the glass out and screening it in post.
Thanks.

Re: rim

Posted: Sat Sep 04, 2010 6:19 pm
by acc24ex
jbeau3d wrote:Can anyone make any recommendations for multiple layers of glass? Specifically geared towards headlamps and taillamps setups, besides passing the glass out and screening it in post.
Thanks.
Hey, first of all try and make use of the Edit button in the forum to just edit the post and add pictures and edits..
The modeling of the tires and rims are pretty much perfect :), nice work
As far as I know there are no multiple layers of glass.. there's specular material and bump, normal opacity.. but that's it.. play with index values and opacity.. and if you are a registered used you could make use of the light emitter materials from the pre beta 2.3_2 release and make an emitter of the front lights with opacity on half way, combine specular with opacity, sometimes it gives good results, and try and use HDRI lighting since the built in sunlight doesn't go through specular materials yet

Re: rim

Posted: Sat Sep 04, 2010 6:47 pm
by jbeau3d
Thanks for your suggestions. The specular+opacity gives much better results, but its still not an acceptable solution; at least not for production use. The issue is that headlamps and taillamps have 3-5 different layers of glass that all need to work together. I'll spec pass the glass layers as an alternate solution and see what I get.

EDIT:
Here is a comp with Spec passes. I think I should have done one more spec pass seperate but I added it in the beauty pass. Maybe i'll break these out better as I get further along.

The two full front and rear don't have the first layer of glass on.

I think I found a way to turn off the specular highlights from the glossy shader. If you use daylight you get glossy specs from the sun system, as the default glossiness low is 0.0000001. To eliminate these specs use a Mix material in the roughness. See picture below for settings. Maybe its time to setup a glint pass for nuke as someone else took fireflies, we could take specular highlights.

Re: CRZ_shading_test

Posted: Sat Sep 11, 2010 6:41 am
by jbeau3d
wip garage model and messing around with 23_3.

Re: CRZ_shading_test

Posted: Sat Sep 11, 2010 5:19 pm
by mlody47
Very nice lightning tests ......im talking about 3 last renders....

please when You finish the model ,render it with garage03.png light :)

great work