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View Full Version : quick tire surfacing with 3dsmax and vray


yan
26-09-06, 04:20 AM
ok. lets start for a (very)quick tutorial, who could be done in 5 min.
so lets go.
i assume you understand well 3dsmax and vray, but its a really simple surfaces and lighting set up.

i add a tire on a max scene, apply the tire sidewall and thread surfaces, and add a simple plane, with a white color in the diffuse channel.
and i set the environment color to white.

i add 2 VRayLights.
VRayLight01-> Multiplier=7,0, left all other option as is it.
VRayLight02-> Multiplier=5,0, left all other option as is it.
for the Sampling Subdivs, i set it to 64 for the final render(a little bit long, but really efficient :) ).

http://www.yn2097.net/TUTORIAL/TIRE/01.jpg


for the tread surface, i use this setting:
dont forget to set the BRDF to WARD!

http://www.yn2097.net/TUTORIAL/TIRE/02.jpg

for the sidewall surface, i set the same surface, and add a bump channel, with the tire sidewall map. i set it to -30.
for this example, i use a very good map found on cg-cars, made by 1xpfree(thxc again man!), i let you search it in the forum :)

http://www.yn2097.net/TUTORIAL/TIRE/03.jpg

for the final render, i set the subdiv to 96 to avoid too much noize, due to the reflection glossiness, but that take a little bit of time to render...

ok, now let's set up the render parameter.
i use irradiance map for the primary bounce, Quasi-Monte Carlo for the secondary bounce at 0,25.
uncheck the default light, hidden light and Show GI only in the global switch, and let's all the other setting to default.
for the AA, i use the adaptive QMC, with the Catmull-Rom filter.

ok here we go. after few rendering time and some coffee, you should have something like that.
http://www.yn2097.net/TUTORIAL/TIRE/RENDU_TUT_01.jpg

and after some little post work, here's what i have so far.
http://www.yn2097.net/TUTORIAL/TIRE/RENDU_TUT_FINAL_01.jpg

ok. hope that help few people.
next, the rim and the brake disk :D

EquiNOX
26-09-06, 05:36 AM
Thanks Yan for sharing..... Those infos are very helpful.... Render speed doesn't matter but quality does.

yan
26-09-06, 02:20 PM
yeah its a little bit long to render... :)
this Vray glossiness works like a charm, the only problem is the render time, when setting are set to medium/high.
think that could be tweak to have a better surface, as its a really simple one.
but for sure the quality of the render is there.
i never made some tuts, as im not good for that, but hope that help a little :)

EquiNOX
26-09-06, 03:56 PM
Just one questiion... why not choose Mitchell-Netravali over Catmull-Rom? is it because of light tracer?

Absolutehype
26-09-06, 04:10 PM
Hey thanks, that will come in really useful. Great addition to the tutorial collection! But whats BRDF & WARD? :confused:

Also how much does that lighting play in the scene, I use final render to if i were to chuck in two omni's or an omni and a skylight that will be sufficient right?

instinct-vfx
26-09-06, 04:50 PM
BRDF is called Shader in the default material. Basically ward is a different hilight function then phong or blinn. In vray when using glossy materials and anisotropic reflections the BRDF also affects the glossiness/anisotropy.

Thorsten

Edit:

Almost forgot. As the vraylights are left at default values they are not like simple omnis. a) they are visible (so the dont only emit light, but are also reflected) and b) they are area lights (rectangular in this case as you can see in screenies)

yan
26-09-06, 05:26 PM
@Equinox: dont really have a reason. i use mainly the catmull one, who works pretty good... but the other one works certainly good too.

@Absolutehype: instinct-vfx said all :)

EquiNOX
30-09-06, 05:48 PM
Mods.... Sticky this

Sotman
30-09-06, 05:53 PM
yeah..very nice tut!
thx

.GizmO.
30-06-07, 11:06 AM
How can I set BDRF to WARD?
I still don't really get it.

I love the outcome so please help me. ;)

@Yan

Thanks for this great tutorial, really needed some help with this



ok. hope that help few people.
next, the rim and the brake disk :D

You did!
Are you going to make one about the rim and breakdisk?
I would love to see one about the rim.

Keep up the great work.:buttrock:

instinct-vfx
30-06-07, 11:35 AM
The BRDF (Phong, Blinn or Ward) affects the distribution of the Highlight as well as the distribution of Glossy Effects.

These settings are on their own Rollout (that's also in standard mats btw not only the VrayMtl)

http://www.spot3d.com/vray/help/150R1/images/controls/mtl_brdf.png

Regards,
Thorsten

.GizmO.
30-06-07, 01:20 PM
Thanks mate.
I didn't knew I had to use a Vray mtl, I was searching my ass of at the standard mat. :confused:

Thanks again!

.GizmO.
01-07-07, 11:46 AM
This is my outcome.

http://img263.imageshack.us/img263/467/breytonrim6bq6.jpg

Don't look at the "chrome" part cuz something went wrong there.
The original rendersize was 1280 x 1024 but after +/- 10 hours rendering when the render was finished max crashed so I could only take a quick screenshot of the render. Arghh :banghead:

hirad
20-07-08, 09:51 AM
Hey ,

I would be apreciated if you could have add some help about how to add tire surface threads, I mean I have tryed to do so by vray-displacement, but haven't get desired result.

thanx.

P2sta
20-07-08, 10:11 AM
Hey ,

I would be apreciated if you could have add some help about how to add tire surface threads, I mean I have tryed to do so by vray-displacement, but haven't get desired result.

thanx.

man this thread is over one year old :(