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Work In Progress: Rendering and animation Show off your projects you are working on

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Old 04-05-2004
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Lem Lem is offline
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Simca 1200s Bertone Coupe

again thx for the comments

here is a link to a max3 szene http://www.lemsko.de/3d/hdri_setup.ZIP

plugins: splutterfish hdri loader, vray free

If you dont use 3d studio max well then i need to write something about setting up a szene the next days.


Lem
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Old 04-05-2004
Volvoman37
 

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Simca 1200s Bertone Coupe

are those photographs or renders?


seriously
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Old 04-05-2004
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Simca 1200s Bertone Coupe

Guess what? :wink:

SMCars Blueprints Forum Index -> [size=18px]Rendering Forum[/size]


If you can't stand the heat, don't walk into the fire...
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Old 04-05-2004
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Simca 1200s Bertone Coupe

Wow, I must say and excellent piece of work. The car looks great and the modeling is excellent not to mention the rendering hehe. Though I'm not familiar with the car I'm still mesmerized. Even though youve said its a render, usually when someone says that I can pick out why I know its a render, its really hard to do it with your work Thanks for showing

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Old 04-05-2004
f50 f50 is offline
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Simca 1200s Bertone Coupe

Quote:
Originally Posted by Lem
If you dont use 3d studio max well then i need to write something about setting up a szene the next days.


Lem
that would be great
your render setup is really sweet, those material settings are definitely top notch as well
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Old 04-06-2004
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Lem Lem is offline
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Simca 1200s Bertone Coupe

http://www.3drender.com/light/3point.html

gives you basics about keylights and fill lights

http://www.newtek.com/products/light...ng/index2.html

for outdoor scenes i fake GI using a lightdome like described here


http://pro.wanadoo.fr/benjamin.chape/tuts1.htm

I use a greyish color for the light with a slight blue tone. For sunlight i use a warm yelloish light. lightdome should be made of instances of each light so changes effect all lightdome lights if your 3d application allows this.
Since my glas materials are usually standard materials and not raytrace i turn off shadow casting in the object properties for all glass.

lightdome shouldnt produce specular highlights so turn off that option.
ambient lightning is right when object looks like it would be standing in a cloudy enviroment with no direct sunlight at all. after that add the sunlight with stronger contrast and yellow tone. give the light quality shadow map or raytrace shadow values.
The rest lies all in the materials and their reflections ( go through the free hdri texture resources. If your proggie cant handle hdri images then convert them to "normal" bitmaps and use that instead.
If your application does not know falloff maps you still could control reflection with radial gradients.
Add some very low valued proceedural noise map to your bum channels to simulate some imperfections in the surface (no reflection is perfect)



Lem
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