The online racing simulator
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r4ptor
S2 licensed
Quote from e2mustang :xrr at home. cant bother doing bigger pic,after 20 hours testing how to make it faster i had enough. this took 30 min.

ah ye,its all 3d

Cute.

You can optimize the rendertime by lowering the blurry reflection samples as the current amount of reflection is too high, and you thereby may get by with less samples. The house in particular is too reflective, and in order for the concrete to work, you either need to lower or remove the reflection entirely and/or add some bumpmap. I'd say start with lowering the amount of reflection - especially on the house.

The XRR is way too big.
r4ptor
S2 licensed
:rolleyes:
r4ptor
S2 licensed
Quote from MunnA :black fxoz

Cool job You missed the LX grill texture though

and ones again... ignore matijapkc
r4ptor
S2 licensed
Quote from Boekanier :sorry for the late response.
but my browser was odd

I thought we were taking about the car paint. Add some noise as I mentioned before. Use it on the diffcuse channel to affect the color, but also add the same noise to the reflection channel, to modulate how much reflection there is on the noisy parts. They should be less reflective. Make sure to scale up the noise, so it resembles dirt. Try and see if you can add a falloff to the txture, so it's mostly visible near the ground and then disappears as you get higher up.

It might be best if you use a procedural texture.
r4ptor
S2 licensed
Quote from Boekanier :Hi r4ptor,

Thanks for helping.
This time i used v-ray

I made a print screen so you can see what color i use and some settings.
maby you can do somting with it.

i know now what you mean to chance the colors.
the colors are too bright for a garage.

Always glad to help I think you forgot to attach the screenie
r4ptor
S2 licensed
Quote from Boekanier :Thank you for your explanation.
it's not too long.
I still miss is: what color you use.
light color or dark color.
This also makes a difference with reflections.

I can't say for sure since I don't use 3DS. I'd guess you need to change the dark one and make it darker. but i could be wrong. Are you still using mental ray? What shader do you have applied?. I use mr a lot, so I can help you out if you use it too, and tell me what shader you are using (if its a mr shader).
r4ptor
S2 licensed
Quote from Boekanier :about the car paint reflects too much.

I didn't comment on this because it could be a style thing - but since it's not:

It is indeed reflecting too much. You need to look at as many different photos as possibly, while making sure they are somewhat close to your scene. Using outdoors pics as references isn't always good when you are doing indoor lighting. You can do it, but it can be difficult and timeconsuming because cameras are different. Lighting conditions are different and the settings on the cameras, which can have an huge impact on how things look, are different.

The exposure on the cameras on your reference pics are all set to catch detail in the "low light" areas - 2 of the pics show no detail in the sky, and the one without any sky shows unnatural looking grass - so how can you know for sure you can trust the reflections are correct too? :P None of what you see in those pics will look like that if you looked at the same thing while being there yourself - but that's just because human eye pwns

Examples:
http://mos.futurenet.com/techr ... /high_exposure-420-90.jpg

Cam is set to capture "shadow" detail - that means sky gets bright and washed out.

http://mos.futurenet.com/techr ... a/Low_exposure-420-90.jpg

This one captures details in the sky, but now the stadium lacks detail.

Human eyes are much better than this though and will see more (but they are not perfect). Most cameras, even the expensive ones sucks compared to the human eye - but the human eye balances out things. It won't make something brighter and something else darker for you to see... well, it will, but not as much.

With cameras you adjust exposure to get what you want. But even if you set the camera to catch reflections on a car, you can't entirely trust it unless you took the photo yourself, and you know what you are doing.

http://richardxthripp.thripp.c ... hotos/skys-camouflage.jpg
This photo was most likely shopped, but not by adding the clouds. Those are visible because of the exposure setting on the camera, and we should be able to agree that reflections are not that dramatic on a typical car paint.

Another fun example:
http://i19.photobucket.com/alb ... 58/brightfish/highexp.jpg
This also shows how big impact exposure can have. The light from the car is so bright that it turns the garage port and the side completely white - but... car light during daytime = completely useless. It will barely light anything up at all.

So, exposure is a big thing and it's important to "read" the reference image properly, because different pics are taken using different exposures. Light and angle is different etc.


Something else:
Reflection on most surfaces - especially on cars, are heavier on the steep angles. the more parallel the angle gets, the more reflection you will see. It's true for many many things, including something as odd as paper - or something more commonly known like water. You can see the bottom of a shallow lake, but if you look towards the horizon, then you'll see the reflection of the sky.

This is often refered to as Fresnel effect/reflection in 3D. I think maybe in 3ds it's called reflection falloff? You may have some already on your car material, but the "facing" reflection is too strong.

A bit long explanation - I hope it made sense.

Quote from Boekanier :
You mean somting like this?? 20%


Myeh, closer. It's better though.. IMO. They could now use some dirt. Slap on some random fractal texture and it should work. Maybe you should do the same with the yellow barrels.
Last edited by r4ptor, .
r4ptor
S2 licensed
Quote from John5200 :testing stuff in blender

Quote from HalleMarques :First render, of my private (yes, all my skins are private. I can't deal with it!) drag XRG. The background of the render is really cr*p, and the render was made on the Ready-to-Render kit (10/10 for it ), but, I think it was worth the try. XD

Cool beans - keep spitting out those renders.

John: May I ask what you were testing?
r4ptor
S2 licensed
Quote from matijapkc :It's pearlescent. Hope I spelled it correctly.

http://en.wikipedia.org/wiki/F ... nt_Toyota_Supra_-_002.jpg

This Toyota has stronger effect, but lesser reflection. What does that teach us?

Edit: Meh, Tristan beat me too it :P
r4ptor
S2 licensed
Quote from Boekanier :
Somting like this?

Far from it. You just changed the reflection settings, yah? You need to change the color. Try reducing the saturation by 10-20%
r4ptor
S2 licensed
Quote from Boekanier :thank you :bowdown:

Coolie moolie, Boekanier.

One thing if I may

You should lower the saturation on the blue lifts. They are too saturated and that makes them look less realistic.
r4ptor
S2 licensed
Quote from MunnA :Raptor!
I know it is FAR AWAY from good, but is it better now to previous renders?

Oh yah, much much better Both look superb as renders too.

And ignore comments about changing rims. Those are just lame (no offense, FireMike15 - not solely directed at you :razz
r4ptor
S2 licensed
Cool job there
r4ptor
S2 licensed
Quote from Pox3d :Would someone be kind enough to take the time to render my latest?
Thanks.

r4ptor
S2 licensed
Very nice - I love the imperfection. Lovely touch
r4ptor
S2 licensed
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r4ptor
S2 licensed
Quote from MunnA :You are right. But these gamma and contrast problems needs to be corrected with photoshop or similar software.

Not at all - it's a 3D thing.

Go to the Shader Tree and filter textures only. Select all of the textures*, and make sure Texture Layer is selected in the Properties panel.

You'll see Gamma down below, which is by default set to 1.0 - change it to 0.4545, which is the magic number for removing a Gamma of value 2.2 - almost all gfx/textures has Gamma applied to them between 1.8-2.2 range. 1.8 for Macs and 2.2 for PC's. 3D apps requires the Gamma to be removed otherwise the colors and contrast (among other things) will be wrong like in your renders.

Re-render and viola.

*You should ideally only select diffuse/color textures. Rest (like maps used for bumps) should be left at Gamma 1.0.
Last edited by r4ptor, . Reason : typo
r4ptor
S2 licensed
Quote from MunnA :white and matte fxoz
(the matte looks too plastic yet, i'm working on it)

Cool - too much perspective (cam fov) on especially the first render. Your bitmaps needs gamma adjustment. They are lacking color and contrast. Same problem withthe older LX render.
r4ptor
S2 licensed
Shot_001_Carlsberg_01
r4ptor
S2 licensed
N:\Music\FLAC\<Genre>\<Artist>\<Album>\<Disc#><Track#:2>. <Title>
r4ptor
S2 licensed
set cut_paste_input [stack 0]
version 6.0 v3
push $cut_paste_input
Dot {
name Dot3
selected true
xpos 412
ypos 592
}
r4ptor
S2 licensed
Nice caustics the rear view mirror (reflection) looks fooked.
r4ptor
S2 licensed
Thanks
r4ptor
S2 licensed
Quote from e2mustang :I converted xrr to vray today,made some materials and a scene,this is what i came up with.

Hope you guys like it

Nice render
r4ptor
S2 licensed
Quote from John5200 :for example this is my rim material

That's very simple, actually.

The surroundings in the material editor render are much brighter than your scene, and that causes the material to look different.

Reflection is going to.. uhm, reflect what it "sees" and in your scene, a large portion of the right side of the entire render is black/very dark. So, the materials looks different (depending on how reflective the material is - in this case its rather reflective) - try adding a light there, to shine the area up, and see how the rims etc will be affected.

Don't use the material sample viewers as absolute references - always test render frequently Lower the rendering quality if you have to.
Last edited by r4ptor, .
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