first post: hydrodynamic brake system

hi,

the pics are from my first commercial animation. they show a hydrodynamic brake system for coaches and will be used for technical training.
a lot of the parts are chill cast / sand cast aluminium. anybody here experienced with this kind of materials in vray? would be great to get some tips for future projects…
note: for the animation i rendered it in a smaller resolution and with different gi/mats. it’s like hell to do a 3000 frames animation with just one pc! :frowning:
Hope you like it, c&c welcome!

Stefan



Top work fella…really cool.

This looks extremely good!!! :shock:

Although it looks like you have forgotten to asign the metal material to the fins and plates of the heat exchanger (if it is one) on the right side. :roll:

Nice Modeling! Love the detail. :smile:

top notch!
:shock:
congratulations!

Great job!!!

wow! that looks amazing!
i’d love to know the material settings for that aluminium - i know you asked for help on it but i couldn’t improve it!
Really like the dull-ish finish to it.

nice work.

Great Job, I love the attention to detail thats in this. Wouldnt mind seeing a bit of the animation also. :smile:

Richard

great job ! your metal shader is awesome… can’t wait to see the animation too :slight_smile:

KruL

Thats really quite impressive :smile:

great stuff, really authentic - looks really…heavy

would love to see the animation! :slight_smile:

great job, stefan - did you model all the components yourself also?

the metal looks excellent

thank you all for this warm welcome here!

some answers:

@mirko: yes, it’s a “Waermetauscher”. Mapping should be correct, back/front objects are stainless steel plates.

@MHenry/shelsby: Most of the objects are exported out of the companys cad-system (.WRL). Takes me a week to optimize them (welding, remove double faces, smoothing, chamfer hard edges, proboolean…) and they are still not good for close-ups.

@sv: yo, aluminium material settings! really nothing special. most of the look is generated by the gi and the (hdri-)reflections. still looks ugly in close-ups…
settings: vraymaterial
diffuse is a mix map of two photos and a selfmade dirtmap as mix amount
-->two photos means two times the same photo, but different tiling amount and one with rgb offset 0,2
reflection is 60 refl. glossiness 0,9 subdivs 15 (rest at default)
BRDF is ward (rest at default)
bump with 75,0 and the same mixmap as in diffuse
--> for more info you can send me a pm

@spill50/KruL/kimgar: sorry, i’m not allowed to show the animation. and with the render/light/material settings used for the animation, it looks not a quarter as good! believe me…

stefan

omg… a week! :shock:

I feel for you man!

Great work!

nice one mate!

very nice work! 8)