Hi all,
I was having more fun with challanging studio car rendering. So here are the first of a series of the beautiful Aston Martin One-77!
All rendered with PMC in 4k, downresized to 2k. 1500-2000 Max Samples in about 25-35min each with 8 GPUs.
Minor curves and dynamic adjustments in Photoshop.
Some need light tweaking, also texturing is not perfect, but I learned a lot so far.
Hope you enjoy it. Any comments are welcome.
Greets,
ChrisVis
Aston Martin One-77 Studio
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Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the left right corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and use pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.
This is necessary to avoid this forum being flooded by spam.
C4D R15 - C4DOctane 4.0 | Win7 64 | NVIDIA 417.22 | EVGA GTX 980 Ti SC | EVGA GTX 780 Ti SC |EVGA GTX 780 Ti SC
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
HI ChrisVis,
nice to see some of your work.
I like the 3rd render (PMC3). The Carpaint shader looks really nice. How did you make it?
How does your Studiosetup looks like?
What i miss a little, on the Aston and also on the Mercedes from your other thread is a texture on the tires/ sidewall.
The tirematerial itself might need some more roughness. For me it looks a little like plastik instead of rubber.
Here you can find some sidewall textures http://www.smcars.net/forums/tire-tread-sidewalls.344/
Some more stuff you can find here http://www.smcars.net/categories/textures.343/
For the carbody, depending if its made of polygonquads, you could use a Hypernurbs and smooth it a little.
If its made of triangles, you can do an untriangulate operation first, and then use the Hypernurbs.
A smoother carbody wont disturb the eyes if there following the reflection lines along the car
cheers,
djart
nice to see some of your work.
I like the 3rd render (PMC3). The Carpaint shader looks really nice. How did you make it?
How does your Studiosetup looks like?
What i miss a little, on the Aston and also on the Mercedes from your other thread is a texture on the tires/ sidewall.
The tirematerial itself might need some more roughness. For me it looks a little like plastik instead of rubber.
Here you can find some sidewall textures http://www.smcars.net/forums/tire-tread-sidewalls.344/
Some more stuff you can find here http://www.smcars.net/categories/textures.343/
For the carbody, depending if its made of polygonquads, you could use a Hypernurbs and smooth it a little.
If its made of triangles, you can do an untriangulate operation first, and then use the Hypernurbs.
A smoother carbody wont disturb the eyes if there following the reflection lines along the car

cheers,
djart
agreeing with djart on all points.
Also you need to take a second look at the windows, the defraction makes it look like the interior is filled with glass.
Also you need to take a second look at the windows, the defraction makes it look like the interior is filled with glass.
Hi djart,
thank you for your comments and advices.
Yes, I didn`t set up tire textures yet and I am not satisfied with the tire material, too.
Thank you for the links, very helpful!
The last picture is my favorite, too... I did use a IES light inside the car to highlight the interior, but turned out to have to much power.
What rubber material did you use?
The car paint is one of the live DB, in the category non-organic - paint... it is called carpaint - sky blue... It is a mixed material, I just changed the base color.
Also thank you for the advices with hypernurbs. I used the mesh optimization command, but it still isn`t smooth enough. Yes, it is a triangular model...
tried the un-triangular command and then used the hypernurbs / subdivision surface... but there are still triangles that make distracting lines, not looking that smooth.
The model isn`t that low poly, about 1.2 Mio... so I will have a look again if I can optimize the mesh.
For the Studiosetup, have a look at this image: Used a Spline in a lathe nurbs to get a big bowl as 360 degree studio background. Mainly lit with HDR Studio Light, then some IES lights to highlight certain areas, like the rims or to add some backlights. Used IES lights, because I didn`t got normal area lights to only light the car without hitting and lighting the floor.
For the Mercedes Shot I closed the top of the bowl a little bit with a flat tube, to simulate a cap with a whole in the middle and darken it up, so also the HDR light that comes in is limited... Maybe this can also be done only with HDR lighting, will give it a try next time.
Greetings,
ChrisVis
thank you for your comments and advices.
Yes, I didn`t set up tire textures yet and I am not satisfied with the tire material, too.
Thank you for the links, very helpful!
The last picture is my favorite, too... I did use a IES light inside the car to highlight the interior, but turned out to have to much power.
What rubber material did you use?
The car paint is one of the live DB, in the category non-organic - paint... it is called carpaint - sky blue... It is a mixed material, I just changed the base color.
Also thank you for the advices with hypernurbs. I used the mesh optimization command, but it still isn`t smooth enough. Yes, it is a triangular model...
tried the un-triangular command and then used the hypernurbs / subdivision surface... but there are still triangles that make distracting lines, not looking that smooth.
The model isn`t that low poly, about 1.2 Mio... so I will have a look again if I can optimize the mesh.
For the Studiosetup, have a look at this image: Used a Spline in a lathe nurbs to get a big bowl as 360 degree studio background. Mainly lit with HDR Studio Light, then some IES lights to highlight certain areas, like the rims or to add some backlights. Used IES lights, because I didn`t got normal area lights to only light the car without hitting and lighting the floor.
For the Mercedes Shot I closed the top of the bowl a little bit with a flat tube, to simulate a cap with a whole in the middle and darken it up, so also the HDR light that comes in is limited... Maybe this can also be done only with HDR lighting, will give it a try next time.
Greetings,
ChrisVis
C4D R15 - C4DOctane 4.0 | Win7 64 | NVIDIA 417.22 | EVGA GTX 980 Ti SC | EVGA GTX 780 Ti SC |EVGA GTX 780 Ti SC
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
Hey kayze,
yeah you are right about the glass, wasn`t aware of the workaround with the falloff map in the opacity chanel... djart gave me advice in another thread.
Or do you have another advice in terms of glass?
The refraction of glass doesn`t seem to behave real, when it its index of refraction is set to 1.5-1.6, how it should be right for glass.
If Turning it down to 1.0, it looses all reflections.
Cya,
ChrisVis
yeah you are right about the glass, wasn`t aware of the workaround with the falloff map in the opacity chanel... djart gave me advice in another thread.
Or do you have another advice in terms of glass?
The refraction of glass doesn`t seem to behave real, when it its index of refraction is set to 1.5-1.6, how it should be right for glass.
If Turning it down to 1.0, it looses all reflections.
Cya,
ChrisVis
C4D R15 - C4DOctane 4.0 | Win7 64 | NVIDIA 417.22 | EVGA GTX 980 Ti SC | EVGA GTX 780 Ti SC |EVGA GTX 780 Ti SC
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
i7 4930K 6x4.3GHz OC | 64GB | ASUS P9X79-E WS
+ Netstor Turbobox 250A | 2x EVGA GTX 780 Ti SC + 2 x Palit GTX780 Ti 3GB | all watercooled
Didn't even know there was a problem with this... Iv'e never had any problems.
since it's a physically base renderer, you just need to model the windows correct.
i've extruded a small thickness into the glass so that there is an entry and an exit for the refraction(hope you understand what i mean)
and for the glass shader iv'e got normal numbers
reflection: about 0.6
transmission: 1
Index: 1.517
Opacity: 1
Fake shadows: On
as you can see, no hacks with opacity. Reflections are there, and no crazy refractions happening.

since it's a physically base renderer, you just need to model the windows correct.
i've extruded a small thickness into the glass so that there is an entry and an exit for the refraction(hope you understand what i mean)
and for the glass shader iv'e got normal numbers
reflection: about 0.6
transmission: 1
Index: 1.517
Opacity: 1
Fake shadows: On
as you can see, no hacks with opacity. Reflections are there, and no crazy refractions happening.
