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What kind of render element or what else here applied to the rendered image?

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  • What kind of render element or what else here applied to the rendered image?

    Hi! Could anybody say what kind of render element or what else used here in the image I've downloaded from official Renault web site? I'm planning to do something the same with my product to my website in order visitor could choose colours and see interactively the result but don't know how it was exactly realized. Please look .PSD file attached.
    You see that here is transparency applied to the body saving its reflections and shadows. So you could simply apply any colour layer below and it looks great. And I'm gonna do the same on my website.


    Attached Files

  • #2
    Here is the link on Renault web site configurator https://www.renault.ru/personal-cars...gHhHi%2FAhEQPA

    Comment


    • #3
      Hi,

      There are a couple of things to consider here:

      a. The car paint material.
      In the example that you've shown it seems that the car paint consists of 2 layers - colorful diffuse layer and reflective coating on top.
      This is the preferred setup in your case.
      If on the other hand you use complex car paint material with multiple reflective layers (especially colorful metallic reflection) things get more complicated.

      b. CPU or GPU
      Some render elements are not supported by V-Ray GPU (CUDA / RTX) and this will also determine the workflow.

      c. 32 or 8 bit compositing
      Proper compositing can only be done with linear 32 bit images.
      On the other hand you'll present the final results on a web page in 8 bit colors.
      This means that the final composited image will not mach the original one exactly.

      And because of *c you have to approach this task in a more conceptual way:

      1. Remove the car body from the RGB image (make it transparent)
      This can be achieved with a MultiMatte element in V-Ray (Material or Obj selection).
      It works on both CPU and GPU

      2. Add an underlying layer for the COLOR

      3. Extract the Raw Total Lighting of the body.
      The Raw Total Lighting can be rendered directly on CPU.
      On GPU you'll have to use Lighting and Global Illumination and add them together, then divide by the Diffuse
      We would originally multiply it on top of the image but since we have only alpha to play with (based on the example) we'll do something different.
      You'll have to then invert it and use it's color value to mask a flat black layer.

      4. Add the reflections and specular highlights (of the body) to the mix
      The Reflection and Specular layers are supported on both CPU and GPU.
      *If the carpaint coating has a glossiness of 1 don't bother with Specular...
      Add the Reflection and Specular elements together.
      Use the result color value to mask a White layer this time.

      5. Merge layers
      Tweak the levels of the Black and White layers masks until you like the result.
      Merge the RGB (masked body), Raw Total Light (black with mask) and the Reflections (white with mask) layers.

      This should give you more or less the result from the example.
      It's not accurate but will be close enough.

      * Note that if the car paint material has a colorful reflective layer, the setup will have to be more complicated.
      You might even have to render on multiple passes.

      Regrads,
      Konstantin


      Comment


      • #4
        Originally posted by konstantin_chaos View Post
        Hi,

        There are a couple of things to consider here:

        a. The car paint material.
        In the example that you've shown it seems that the car paint consists of 2 layers - colorful diffuse layer and reflective coating on top.
        This is the preferred setup in your case.
        If on the other hand you use complex car paint material with multiple reflective layers (especially colorful metallic reflection) things get more complicated.

        b. CPU or GPU
        Some render elements are not supported by V-Ray GPU (CUDA / RTX) and this will also determine the workflow.

        c. 32 or 8 bit compositing
        Proper compositing can only be done with linear 32 bit images.
        On the other hand you'll present the final results on a web page in 8 bit colors.
        This means that the final composited image will not mach the original one exactly.

        And because of *c you have to approach this task in a more conceptual way:

        1. Remove the car body from the RGB image (make it transparent)
        This can be achieved with a MultiMatte element in V-Ray (Material or Obj selection).
        It works on both CPU and GPU

        2. Add an underlying layer for the COLOR

        3. Extract the Raw Total Lighting of the body.
        The Raw Total Lighting can be rendered directly on CPU.
        On GPU you'll have to use Lighting and Global Illumination and add them together, then divide by the Diffuse
        We would originally multiply it on top of the image but since we have only alpha to play with (based on the example) we'll do something different.
        You'll have to then invert it and use it's color value to mask a flat black layer.

        4. Add the reflections and specular highlights (of the body) to the mix
        The Reflection and Specular layers are supported on both CPU and GPU.
        *If the carpaint coating has a glossiness of 1 don't bother with Specular...
        Add the Reflection and Specular elements together.
        Use the result color value to mask a White layer this time.

        5. Merge layers
        Tweak the levels of the Black and White layers masks until you like the result.
        Merge the RGB (masked body), Raw Total Light (black with mask) and the Reflections (white with mask) layers.

        This should give you more or less the result from the example.
        It's not accurate but will be close enough.

        * Note that if the car paint material has a colorful reflective layer, the setup will have to be more complicated.
        You might even have to render on multiple passes.

        Regrads,
        Konstantin

        ok, thanks a lot for a detailed reply. I'll try to do it)

        Comment

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