I've lately been changing all materials to use mental ray Architectural shader. Attached render is how it looks when rendered. No photoshopping or anything like it - except for the obvious scale and cropping.
Still few parts to go and then all cars will be done - I also need to tweak the ARB geometry, so they don't look nearly as crap as they do in this render.
Awesome job as always, love reflections on car body and tyres Just it looks a bit toyish because of much DOF blur. The blur shouldn't be so strong, as car itself is quite big object and distence between it and camera is quite big too.
Thanks - it's actually a 2-in-1 test render. 1 to get the overall feeling for the materials, and the other for DOF. I can't even remember when I last time used 3D DOF for renders beside lowres testrenders, because it's so time consuming, and I have therefore been doing it in post where I can add and tweak DOF almost interactively. There are limits in a post DOF though, and that's what keeps bringing me back to see if 3D DOF has improved (render speed). I did a ~2300 res viewport render with a low DOF effect - about 1 pixel wide at the rear wing. That would have been realistic as a 1:1 scale render. The rendertime was quick enough that I then wanted to do a "stress test", so I exaggerated the effect and set the computer to do a full blown 2560 res render - which completed after some 6 or so hours.. jikes :S
No 3D DOF for me, thank you very much - I'll keep doing it in post
Oh, I'll be looking into 3Delight after all the materials have been done. 3Delight is a Reyes renderer, not a proper raytracer, and stuff like motionblur and DOF is amaaazingly fast to do in it - but if you need reflections etc (which it CAN handle), then ur screwed - I did a quick test with it. A displaced plane mesh and ended up with 8 or so million polys. No fancy material, but it still rendered über fast with heavy DOF enabled. Something that would kill mental ray
Yah, I'm not too happy with the tire material myself, however I need to do more test renders from multiple angles and lighting conditions, to get a better idea.
There is DOF focus - look closer
Edit: maybe I should have explained the render more because the rubber is better than it appears to be (IMO). I know whats going on behind it, but you guys don't. The environment and sunlight are about 10 times brighter than they normally should be in daylight conditions. I added a tonemapper to bring it all back to something that looks closer to natural.
Attached is a render without DOF but otherwise same (top) and one with 10 times lower (default) environment and light intensity.
Why render with that much light? Stress testing again It's very much like testing cars. You won't get a proper feel for the car unless you push it - that's just one of the things I do when I create my materials. If I don't do it, the risk of a material looking good with one lighting condition, but bad in another will increase - like a car that may feel like it's a good ride at low speeds, but suck at higher ones.
The rubber does look better with normal light, but the method of testing shows it's not fully there yet.
Ps. Each render took 3 min 30 sec in 1280 res, which should mean about 15 mins (or slightly more) @ 2560 res. As said before regarding DOF... jiiiiiikes.
Can you add a non-VRay light and see if that does anything?
If the mats aren't black, and u can see the interior in a different scene then you might have enabled or disabled something you shouldn't have - double check your light settings incl. any setting related to the windows and interiors, or re-create the scene. I can't be more specific about 3DS stuff
Edit: hide/delete the windows temporarily and do a render. Does that change anything? If not then u defo have messed something up.
Ok, thats some good progress. See if there is anything with the window material or the mesh settings, that could cause the light not to enter. It could be anything really and since I don't use 3DS, I can only guess - could be stuff like GI light depth being set to 0, or windows not visible to GI or anything like that.
A simple way to test the material - simply apply a default material and make it transparent.