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
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 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