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
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