CGCookie : Photoreal Car with VRay

CGCookie : Photoreal Car with VRay

CGCookie : Photoreal Car with VRay | 2.91 GB

In this video for 3ds max we’ll talk again about car rendering but this time we’ll focus on how to achieve good and realistic results using VRay rendering engine.

Photoreal Car with VRay content:

Part 1:
In Photoreal car with VRay we’ll take a look at outdoor photoreal car rendering done using Chaos Group engine. We’ll start using a Ferrari 3D model made for a tutorial on Blender Cookie website. We’ll see how to prepare it to be rendered, we’ll prepare a basic HDRI lighting rig to work with. Working on preliminary lighting and shading we’ll use the VRay RT engine able to give instant results during normal working session. In this way we’ll be able to work faster to achieve a good result. We’ll work on some of the shaders just to prepare a basic setup for car paint, glasses, tire, wheel, braking system etc etc.

Part 2:
In Photoreal car with VRay – Part 2, we’ll we’ll work on more shaders/materials. We’ll finalize the braking system using VRay Power shaders and procedural gradients, then we’ll do the same for all tires/wheels, and then we’ll work to have right materials on some metal logos, plastic parts and some glasses.

Part 3:
In Part 3 of Photoreal Car with VRay series we’ll cover again HDRI lighting and shading. We’ll start making some changes to the illumination picking a better HDR image from the web and tweaking dome light parameters. Then we’ll go back at work on the shaders, first of all we’ll tweak the car paint setup to obtain a more realistic result and then we’ll work on various logo, front plastic grills, front lights shaders and then back on tires, wheels and braking system trying to achieve a more believable result. We’ll work a little bit on rendering setup too, adding ambient occlusion calculation to have better shadows/details contrast.

Part 4:
In Part 4 of Photoreal Car with VRay, we’ll work at some materials on the back area and some minor details, then we’ll tweak a little bit other shaders as car paint, plastics, light glasses, and then we’ll work to obtain final image tweaking rendering setup. In a future tutorial we’ll talk about camera matching to put this car on a real life photo.


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