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samyip
S2 licensed
it also need some thickness though...
samyip
S2 licensed
Quote from okijuhans :http://pes.pri.ee/mitmesugust/Daniel_helmet.png

Lowres skin kinda kills it

The skin should not show on the inside. You should have a black/dark grey kind of material for the inside of the helmet.
You could try adding a 'Shell' modifier.
samyip
S2 licensed
That is'nt transparent. That is because the top and the bottom of bonnet has the same material/skin.
For Default Scanline Renderer of 3ds max, you can use the 'double sided' material to solve this problem, which you can assign different material/skin to the top and bottom side of a single sided object.
For other renderer, 'double sided' material may not be supported. however,
you could easily add a shell modifier to the detached bonnet so it turns into 'solid' object, which you can then select the top side of the bonnet object to have a different material/skin to the bottom side of the bonnet.
samyip
S2 licensed
I think what he meant was that he could see the skin on the underside of bonnet... Which is not supposed to show through.
samyip
S2 licensed
Quote from okijuhans :http://pes.pri.ee/mitmesugust/FZR_BBS_C4R.png

Is it better now ?

I scaled everything into right position, so its not the final render.


New

http://pes.pri.ee/mitmesugust/FZR_C4R_track.png

The Brick wall texture mapping don't look right. It is a bit of a mess at the moment, some stretched wide and some compressed....
samyip
S2 licensed
I forgot to explain what was done... it is very straight forward anyway, should be able to work out from the file. but here are few shots to explain just in case...
The reflection would work best if the environment image on the sphere is a proper panarama 360 image.
samyip
S2 licensed
Quote from migf1 :Guys I thank you all for replying to the unwanted environment reflections question. Alas, the problem persists, no matter what I do. I/m pretty sure this is due to my limited knowledge, but I tried almost anything you suggested, without luck. I removed the 2 reflective planes above the car, I unticked the transparency of the car skin, I added the background pic as a spherical environment map onto the car skin, I added the background pic as the ground's material (instead of matte/shadow), etc, etc

What I didn't do was those "HDRI", "reflections slot", "camera-mapping" suggestions, simply because I don't even know what they mean

I'm so disappointed and tired of experimenting and reading stuff without makin any progress

I've bundled my scene into the attached zip file, hoping that some kind soul will fix it and post back the results along with instructions of what he changed.

The 2 planes above the car are used for making that shadow corners on the hood. They are just clones of the plane existing in Line32's VWS scene posted in this forum a while ago.

PS1. The second attachment shows once more the persistant problem

PS2. samip, I d/led your reflection test zip file (the ball above the lake), I tried your settings on the vws (unless I missed something) but it didn;t work.

I can't open your file. may be imcompactable version...
I made one quickly based on Line32's file
samyip
S2 licensed
Quote from migf1 :Guys, I need some help. I've posted the same question in the appropriate thread a while ago (emustang asked the same question) but nobody answered. So I thought I might get lucky if I post it here too

In short, I want to get rid of the unwanted environment reflections from car (see the white street line in the attached screenshot). The environment is a jpg file and the ground material is Matte/Shadow.

On another note, where do I set the intensity/brightness etc of the sky light in Brazil 1.2? I didn't find anything related in the Luma Server.

Thanks in advance.

PS1. 3ds Max 9 with Brazil r/s 1.2x
PS2. I'm aware that the car is oversized and sunk into the tarmac in the screenshot

I have explain that issue of environment reflection before.
Take a look at these old threads.
http://www.lfsforum.net/showthread.php?p=401971#post401971
http://www.lfsforum.net/showthread.php?p=206407#post206407
http://www.lfsforum.net/showthread.php?p=206680#post206680
Last edited by samyip, .
samyip
S2 licensed
lighting seems a bit flat though.
some of your other studio lighting seems better than this.
samyip
S2 licensed
Press F3 a couple time in replay....they move like rockets
samyip
S2 licensed
Quote from Bose321 :Just got helped by okijuhans aLOT. Thanks Still a few things to fix, but i'm tired. so ill continue on it tomorow

You may want to check your window material.... the refraction level seems a bit high to me.
Placement of the car may also need adjusting to follow the background image's prespective more....
Imagine a line on that edge of the road and draw a line of your car's presepective, you can see they are going off different directions.
Otherwise good for a first go.
samyip
S2 licensed
Quote from bmwe30m3 :Decided to work on the Sirocco too :P

minor issue... the bricks pattern on both wall should line up.
samyip
S2 licensed
Quote from okijuhans :Yea light is made, but didnt use that ,because the effect wasnt good for me. Fixing those things in a day.


Fixed



What you think ?

Blur is much better and the lights are good.
More natural now.
samyip
S2 licensed
Quote from okijuhans :Bridge.....



The motion blur on the car looks abit weired.... I can see you probably want to keep the clean details of the car body, but then the motion with the background doesn't match the car, looks like a photoshop work.
Otherwise not bad.
The driver can sit closer to the steering wheel so his arm won't have to stretch out too straight This is a very tiring driving position.
Oh BTW, driving without lights on at dark is illegal
samyip
S2 licensed
Quote from Ant0niS : Congratulation for this Great Tutorial!!!

Finaly i make my very first Render



I like the skin very much. Well done. This is a very realistic skin.
I mean all the sponsor logos properly placed and considered. None of them are in awkward places or fall between split of panels.
That is what sponsors will allow their logos to be seen in the real world.
samyip
S2 licensed
There are shadows if you look closely... itsPhilthy's lighting setup probably is more of a difussed than strong spot light to case strong shadows. Also the reflective materials (car and floor) will make shadows appear weak.
It may not have the 'Area light' shadow effect though, (which the shadow is stronger at the contact point and gradually fades away when further apart.) but I am sure he did put shadows on his lighting.
samyip
S2 licensed
You can have what you what in a studio. I did photo shoot in a studio with all sort of material flooring (as long as the client can afford it)
Studio is a large room with facility that allows you to hang, and put things for your photography or filming requirement. So you can put what you want in it.
samyip
S2 licensed
But what about judges?
samyip
S2 licensed
Selling a LFS car model? Or your own car model?
samyip
S2 licensed
To me, the LFS RB4 model is unfinished, I don't know why the LFS team not do anything about it.
It lacks of seals round the windscreen and a pair of screen wipers. I really wish they could re-look at this car and make it as good as the others.
samyip
S2 licensed
Quote from Gustix :Background picture by Easton Chang

Done in Blender


prespective is not correct.
samyip
S2 licensed
your window glass material is not right. It shouldn't be that dark which you can't see through the rear windscreen to view the white background colour.
samyip
S2 licensed
Quote from okijuhans :
Vray studio. Ok thats the plane, but is that plane with so sharp edges like you can see in Brazil scene ?

Its unrealistic when plane is with sharp edges. I dont know a real life light that gives such a effect.

You are 3D guy and you talk like that.

They are both realistic, it is just a different lighting setup. In real life photography, photograher tends to use large lightbox above their shooting objects, to give a more even lighting. And that is where the sharp edge come in to view. Some photograher will adjust the lightbox position so that it will not be seen so obvious in the shot.
However, some reflections are needed on the glass, otherwise it will look like no glass on the car.

Remember...3D render can do things that real life can't. for example I can make a light plane to generate light only but not visible in the reflection by clicking an option to make the plane invisible to camera. But that is not real, you can't do that in real life. Just like in the old days where artist will airbrush out some harsh reflections that they don't want to see.

I have no problems with what renderer people use to render. But what is important is the lighting set up. Some I've seen are too dark which will need some light to bounce on the darkest area to obtain details of the car. But some are flooded with too much light and look like a 2D cartoon.
Last edited by samyip, .
samyip
S2 licensed
You can try a few things.
1) reduce your G.I. and sampling settings, because you are going to render it to 640 x 480.
2) bake textures to scene objects. Which means the computer will render the lightings/shadows to your texture. (like many games they do it this way) Once that is done, you can disable G.I calculations of those objects which allows the render time to speed up. Do not bake texture on objects that will move in the scene though.
This method requires quite a bit of planning, and the time for render to texture could take just as long...but you only need to do it once.
I only know how to do it with default scanline render and mental ray only. I am not sure if other renderer support this at all. You may need to find tutorials for Brazil or Vray.
samyip
S2 licensed
The reflection of the background makes the car looks like translucent. (see the very front of the car where the reflection is blend in exactly as the background)
FGED GREDG RDFGDR GSFDG