looks excellent. i'm pretty sure this project was featured on the frontpage v1.0 and now it's on 2.0 so yeah, it's a long project. i guess that's the price you pay for quality. congratulations.
very nice renders but the shadows on the side of the car in the rear render looks very splotchy. and the red lights doesn't look convincing maybe make it a bit darker
yeah i know about the tailights, but i don't know how to make a Vray material works for the red lens - Could anyone be of little help on that ? Here i have a standard max material with a VrayMap in the reflection material - Each time i use a vray material it's too dark - or i don't know how to settle my Refraction map.
If you have modelled the interior of the lamps then for the glass you should have geometry reflecting the actual thickness of the glass. Then use a vray material with refraction to plain wait. a light red in the fog color and turn down the fog multiplier quite far (0.xx). Multiplier is scale dependent so you need to play with it. Be sure to tick "Affect Shadows" in the refraction group.
thanks for the tip instinct, but does it depends on the others parameters of the render ? cos i got a black non transparent result when trying - see attached picture. The cube beside is to show this is not depending on my geometry or smthg linked with the powernurbs object.
Well my first suspect would be a refraction environment override. If it is ticked then the Inside of the taillights see's the world through reflection and hence renders black. Mind you that if you tick the reflection override you get the refraction override for free :P
instinct-vfx:
Is there any reason why do you use the fog color and not the refraction color for the tint? The only negative aspect I noticed is that you can't add any map to it. What can be very annoying sometimes... Else I don't see any difference betweet those two.
Also you could also try this TRK: Black diffuse, red Refraction, leave the tint (fog multiplier), reflect on both sides. Those sets are from my head but It's really not complicated.
Well one difference would be that when looking at the glas at glazing angles it get's more fog but reflect color stays the same. Another one would be the fact that reflect color tends to create weird color combinations unless you use monochrome energy preservation.
Well one difference would be that when looking at the glas at glazing angles it get's more fog but reflect color stays the same. Another one would be the fact that reflect color tends to create weird color combinations unless you use monochrome energy preservation.
Regards,
Thorsten
Not reflection color, refraction color. =) Or do I mix something wrong?
Also if I make a red refraction, why should it affect my reflection which I can control in "reflection" ?
instinct and ex thanks a lot - i finally find the solution - using the shader exidge adviced, but i had to exclude the lens from reflection (which is not a problem in this render...) cos this way giving me the black color in the chrome part under the lens....just weird...even with playing with the 2sided or reflection on both side...
any way the result is better for me - i added the heating network in the rear window and i think this is final - again
the side planes are too large wich gives very blurry reflections.
also the samples need to be increased because you have some GI errors.
and the rear side corner area of the rear bumper looks to have something like a bump(i think it's a bad reflection).
there is no planes for reflection - it's a home made hdri
about GI sample, i have to look at it - what's weird is that i already increased the settings i had on the front render - which was pretty much ok on gi quality
about rear bumper, well looks like i have to turn the camera a bit to avoid this reflection that makes a bump indeed
The rearlight got a whole lot better indeed. it still looks kinda flat compared to the real thing. seeing the big black areas you might want to raise your max depth on reflection of the reflectors and on the refraction of the glass parts
Outstanding work as allways TRK, about the tail lights I would suggest to downgrade a bit the glossiness on the refraction slot, something around 0.9/0.85, that would give that little opaque feeling the tail light's glass have.