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Ford Taunus
Posted: Sun Nov 19, 2006 10:41 pm
by cooler_inc
Hi, I solved that the picture is finished (but I don't like some details like car material, shaders, headlights).
C&C are welcomed

Posted: Tue Nov 21, 2006 9:58 am
by Phil
Hi coller_inc,
yes you are right, this has to be improved!
The model is nice, but try to play with the material, globally, this looks too much like plastic.
I am sure you can improve it

You have to play with material I think.
What are you parameters for the glass, the paint, and the chrome for example?
Regards, Phil
Posted: Tue Nov 21, 2006 9:38 pm
by cooler_inc
Thnx Phil for your reply.
Blender parameters:
car material RGB 0.13,0.36, 0.41, Ref 1.0, Spec 0.5, Hard 150
glass RGB 0, 0, 0, Ref 1.0, Spec 1.0, Hard 150, RayTransp IOR 1.33, Fresnel 4.0
chrome file cr.nk
The truth is near.
Posted: Wed Nov 22, 2006 8:46 am
by Phil
Hi cooler_inc,
I would increase the spec and also the hard much, make some test with a little resolustion, and you will quickly find a good sulution.
Perhaps is the light also a problem what are you using here?
regards, Phil
Posted: Wed Nov 22, 2006 11:49 pm
by cooler_inc
Hi, Phil!
There is a mesh light at the picture with car. And at the picture with cottege I used SunSky.
Now I made a couple of tests here are the results:

I used SunSky, White balance D75, Render Time is about 45-50min
Picture 1: Spec 0.7, Hard 250
Picture 2: Spec 0.7, Hard 511
So it still looks like a plastic
I tried to increase Spec to 1, but the result is awful
Any suggestions?
Posted: Thu Nov 23, 2006 1:15 am
by psor
Heya cooler_inc,
I would say your specular is to strong and the exponent to low,
dunno but try something like this:
Code: Select all
<material>
<name>car_paint</name>
<phong>
<diffuse>0.486275 0.0313726 0.0313726</diffuse><!-- change the color to what ya like -->
<specular>0.1 0.1 0.1</specular>
<exponent>25000</exponent>
<fresnel_scale>1.0</fresnel_scale>
</phong>
</material>
Hope this will help a bit.
take care
psor
Posted: Thu Nov 23, 2006 1:42 am
by cooler_inc
Hi, Psor!
Big Thnx to you

I did as you say and the car material looks like it has to.

render time 10 min.
Posted: Thu Nov 23, 2006 1:49 am
by psor
You're welcome! And as a sidenote, you can add more realism to the car if
you flatten the tires a bit where the car touches the ground, you know gravity.
Hope to see more pics soon! ;o))
PS.: Maybe a nice studio setup would look nice too. ^^
take care
psor
Posted: Thu Nov 23, 2006 4:12 am
by jurasek
void.nk and exr for light.
greetz,
jur
Posted: Thu Nov 23, 2006 4:32 am
by psor
jurasek wrote:void.nk and exr for light.
greetz,
jur
Well, ... I wouldn't use it, it just renders wrong, Nick has to fix the code first
to get the dielectric .nk files to work. Non of them renders correct!
void .nk should look like this ...
take care
psor
Posted: Thu Nov 23, 2006 4:53 am
by jurasek
yes, i know it's broken

but looks fine...i think
greetz,
jur
Posted: Thu Nov 23, 2006 4:59 am
by psor
Hehe, ... I have to agree, but it's black only ...
take care
psor
Posted: Thu Nov 23, 2006 5:19 am
by jurasek
like Ford T
phong with 2500000 exponent:
greetz,
jur
Posted: Thu Nov 23, 2006 6:10 am
by psor
Aha, ... so now you avoid the void ... looks good.
takecare
psor
Posted: Fri Nov 24, 2006 8:14 pm
by cooler_inc
Hi, everybody!
I didn't see the latest posts and I didn't use void.nk
Here's my last render, but I'll do some tests with void.nk&2500000 exponent

