Help with car rendering

Hi,
I have costumer who wants a lot more realistic result of this car with matte white colour:

But I have no idea, what else I can improve.
For light I used just sun.Here are other settings:

Maybe someone can advice me.
Would be very thankful!

Regards,
Daniel




just to clarefi you mean like this?

yes, that would be great result!

the essay answers would be to apply a vray car paint, to start with, reduces the flakes, and on the clear cote, turns it down and reduce glossy it should take you most of the way there,

ill make a exmaple tonioght to show you want i mean

ok, thanks!
Do you think lighting and settings is ok? The answer is just better material settings?

ye im not sure if the render setting was the issue, is it for a still or animation?

but as far as i could see the issue is with material settings, could you put a screen grab of that as well?

one last thing what is you out put for? vfx or print

At the moment it needs to be stil for print.
Here is my car paint settings:

try this setting, there is a VrayMTLCarpaint

cant seem to edit my msg, well ye i know its not blender, there seting do apply, the Flake scale is dpendent to scene and object scale the car in this render was a free download so he scene scale is crazy

This is what I get with car paint:

This time I used studio type lighting, but still after 8h of rendering result seems unreal. Maybe some other suggestions, what could be done for more realistic result?

It looks dull because you’re missing the most important thing - something to reflect from that surface (diversity in reflections).
Either use some “natural” HDRI for env. lighting (fast) or learn how to “texture/paint” with lights as per use with HDRI Light Studio.
It is how form is accentuated and pronounced for metal, metallic and highly reflective/glossy objects (cars, decor, furniture…).
It would also help to have some fine diversity (almost invisible, at least unnoticeable for untrained eye) on the surface material of the car.

agreed, if you look at my one a lot of the complexity is coming from the hdri lighting, you need you need somthing to breack it up.

as to the 8 hours render for somthing that not even subdive is a bit nuts!. the mesh light arent helping you try useing emmison to fake that lighting,
and you need some drit on the matrils to break it up. but 8 hours for that its to nuts!

I think your car geometry needs subsurf modifier, or bevel modifier with angle option, hm try edges split if you dont have time to add extra geometry for subsurf modifier consistency, because car looks like low poly, or am i wrong?

Yes, that was the biggest reason for unreal result - I had to hit shade smooth and now result is much, much better. And HDRI also helped a lot. I didn’t know that HDRI light works so great!
Thanks everyone :slight_smile:

And you may know that you can use blurred HDRI image for lighting and original HDRI image for background. Usually better results (more noise free).

Here is my result:

I think it can be more realistic as it is.