Mental Ray has displacement settings, it is in render, under renderer tab, you will see Shadow & Displacement, it should be on by default anyway. The default setting should be OK, but you can play around with them if you like. I think you already know how to apply displacement effect.
Try not to use Sun light, it usually too bright, try put a small amount of sky light for overall lighting, then put a mental ray area spot for your main light. Remember to use Final Gathering for better rendering result.
Also put a fall off to your car's reflection, so the reflection strength will fade in distance, which is more natural.
The toy car is only good for going straight or slight bend only, the only thing good about it is that it rig the suspension automatically for you, so it gives you a realistic bounce, but you have no control of it, they should improve it by giving steering control.
On test 05, I think I have made the bend of the path too sharp, should ease it a bit so the car will look more natural on the bend, also because the camera is zooming close up to the car which will give an impression of the car sweep round the bend too.
I have done a quick model of a driver for a job I am doing at the moment, and created all the textures for it, it is not the most realistic model, which I don't have time to refine it.
I know you would say to use a poser model, but some how I couldn't see a poser model that can correctly adopted as a F1 driver...conviencingly. Here is a render of it and a little animation for testing the bone rigs in the following thread http://www.lfsforum.net/showthread.php?p=266977#post266977
I have tried to put 3d animation on to an existing real background image. The 'test 01.avi' is F1 over still image background.
The 'test 03.avi' is using camera map on objects which create an illusion the car is actually on the track when the camera moves.
The 'test 02.avi' is another camera map example, but unfortunately the background image I used was not high resolution enough...
The 'test 05.avi' is everything in 3d. I only constructed a section of a track which is viewable to the camera by using sweep in 3ds max.
The animation of the car is using Path and Path Constraint with noise movements to simulate vibrations of car body/wheels/steering wheels etc. (can't afford car simulation plug in, and the toy car doesn't work well at all on twisty bends)
you can use the 'light tracer' or 'Radiosity' with scanline renderer in 'Advance lighting', you can use Sky light with it, they do look pretty good for scanline renderings.
For my understanding is that you will have to first import the CMX file into 3ds max. and then do all the neccessary texturing to the model, then export it as a .3ds file. And then you will be able to import a .3ds file to Bryce.
Unless there is a CMX importer for Bryce.
here are the files of the reflection examples I mentioned in the PM.
also the test images
P.S. On the Brazil renderer setting, under the 'Brazil Luma Server' at the 'Sky Light' do not check 'Use Environment Settings', that could cause your reflection looking as the background image.
I have looked at a few renders you done with these beautiful backgrounds, very nice, but they all have reflection problems - which makes the car looks transparent to the background.
You can stop this by applying the same map(different agle of the same scene will be better) to the raytrace's background setting (don't check on 'Use Environment Setting')
Then create a ground plane and apply camea map to it with the same background image. Go to object properties and uncheck 'visible to camera'. That way the object will only pick up reflection of the ground but not rendering it.
The attached test example shows the result is more convincing. but it will work better if you can use a different angle shot of the scene image instead of the same one, because if you look carefully you can tell the reflection is reflecting what is behind the object and that is not right.
MorroW, I think it is depending on what kind of shot you are aiming for. If it is an action scene when the car has just finished racing on the road then I think what XCNuse said was vaild. But if the scene you are doing is a studio type shot then I think what you got there is perfect, as in real life photography, a studio shot will always polish the car to spotless and use fresh glossy tyres.
I will not know if you will behind bars or not, but if you carry on discussing this subject matter with bryanviper in this forum. You could get banned.
I have done this one with sand/dust clouds. Unfortunately, it doesn't show the skin very well. I can render it in higher resolution if you like it. (or if you are still around)
I can also render the RB4 for you without any sand/dust.
(I have put window trims around the windscreen, I think RB4 is the car that the LFS producer's least interested in. They didn't even give it windscreen wippers)
I am trying to do the scene for you. I didn't have the RB4 and just imported and cleaned it up and applied your texture on it. It is still Work in Progress. I still need to put sand dust coming out of tyres.
If the idea was to have the graphics flipped so they will read the right way from window/mirror. Then why not flip on both sides? Sorry I don't know anything about Drift race, but do they only drive on oval track and Drift one way only?
In my experience with sponsors in general, I don't think any sponsor will allow flip of their logo in real life (they have so many restrictions of how you display their logo) They paid so much money for their logo to appear on the car for 1 reason: advertise to the audience. But the only person will see their logo right way round from the mirror is the driver in front. Obviously the sponsor wasn't intend to target just one person.
Why the right hand side graphics of your car skin flipped? and smudged on the rear end? Is it how it supposed to be? if it is, it is a bit wierd. (especially the goodyear logo)
Nice picture Thunder Child ... but the lighting angle seems to be wrong. If you look at the shadow on top right of the bridge, the light source is actually coming from the top right, but you light source is from the left and low angle.
That is what I'll call a 'conceptual' image. Doesn't have to be realistic and not suppose to be. It is the message of the image that you should be looking at.