The Mitsubishi EVO here has become my ‘test object’ at work for testing shaders, render setups and general 3d & 2d pipeline stuff. Here’s one of my more recent test renders, and so far my favorite! Original render/comp is higher resolution, I’ll be printing it when I’m done some more little tweaks
Lovely stuff - I’ve done a load of car bits in the past week and it’s great that you’ve got enough “dirt” and breakup in the edges of the parts to make it seem really photographic - do you map anything to your lights? I’ve started using a lot of gradients and so on to get nicer reflections and maybe a more realistic falloff of light - would be interested in knowing a bit more about the lighting setup!
here here, would love to see your lighting setup..
From the looks of your reflections, I think I can see a silk softbox, not just a solid colour light. Presumably a custom hdri mapped onto a card?
Thanks for all the replies I can’t wait to see this one printed
there aren’t really any ‘dirt’ maps anywhere, the subtle breakup of the reflections is the ‘orange peel’ bump I have on the clear, most production paing job clear-coats (accept for probably the very expensive) aren’t actually mirror smooth with no texture to them, they have the ‘orange peel’ look to them.
Yes, the lights have softbox maps on them. The lighting setup itself doesn’t really look like much, the lights are precisely placed to look good in the reflections at this particular angle, on their own they just look randomly strewn about
So are you using the bump in all three of your paint layers or just the top most mirror coat? Personally the last few renders I did with car things had glossy reflections down around .5 and the main thing I had issues with was actually noise in the highlights so pal res frames were going up to 30 minutes + just to keep them clean - admittedly I didn’t have enough time to optimize settings - definitely something that needs a bit of time.
In case anyone is interested here’s a video from a photographer lighting a vintage chevy - vray is going to work the exact same way except in places where a light is shone through a white sheet substitute a vray area light for a similar result.
Good to know - I’ll stick up some of my opel renders when I get back into work and get your thoughts - they’re nice but I’m sure with some tweaks they could look a lot better. I’ve gotta sort some qmc issues too for speed purposes. It’s kind of annoying that the aa gets rid of a of the “bite” you get with sharp aa or lower sampling too
Do you find that people use a lot of extra lights for exterior shots of cars in real life setups too? I’d imagine a lot of indirect lighting via boards and so on?