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pzdm
12-04-2007, 01:03 PM
Hi folk
I have been in Skoda auto (last week) and I had there a lessons again. I prepared there a simple carpaint material and I´m trying finish this material now.

What do you mean about it? Any suggestion, trick?

Render - one simple light (60%) and GI+hdri

http://www.3dsoftware.cz/upload/images_forum/31561.jpg

A source: http://new.skoda-auto.com/CZE/news/campaigns/Pages/podzimninadilka.aspx

THX and cheers, Pavel

pzdm
12-04-2007, 01:30 PM
I forgot, it must be very simple - models often have millions and millions polygons, thus I´m trying to find a simple solution for them...

a version without a hard specular

http://www.3dsoftware.cz/upload/images_forum/31573.jpg


shorter a colder specular
http://www.3dsoftware.cz/upload/images_forum/31575.jpg

P

I will try a version with full reflected area light without a specular

pzdm
12-04-2007, 01:42 PM
Are light - circle 500x400 and his reflection (multiplicator sets to 2400)

http://www.3dsoftware.cz/upload/images_forum/31578.jpg

P

pzdm
12-04-2007, 01:51 PM
sets to 700

http://www.3dsoftware.cz/upload/images_forum/31581.jpg

ThirdEye
12-04-2007, 02:01 PM
You'll have to test it on a car to see which one works better, they all look nice tho.

3dj
12-04-2007, 02:13 PM
I like them all too, but I think your first one is the best. Will you be able to post your results?

-Jim

pzdm
12-04-2007, 02:17 PM
You'll have to test it on a car to see which one works better, they all look
nice tho.

Hello Alberto

it is not possible, I´m under NDA and Skoda has really very hard "inner policy". I can not use (and I don´t have) their models, becouse there are strictly secret....

I can not offen go home with my PC :-) - really hard security system....

PZ

Thank you Alberto, I´m very proud now :-), thank you....

pzdm
12-04-2007, 02:18 PM
I like them all too, but I think your first one is the best. Will you be able to post your results?

-Jim

Sure :-), as usually :-) - this is my work, Skoda is not an owner in this case

P

BigAl3D
12-04-2007, 04:25 PM
These models appear to be free to download. Great for testing your new texture!

:thumbsup:

http://dmi.chez-alice.fr/models0.html

You'll have to test it on a car to see which one works better, they all look nice tho.

pzdm
12-04-2007, 04:52 PM
These models appear to be free to download. Great for testing your new texture!

:thumbsup:

http://dmi.chez-alice.fr/models0.html

thx, I will use my older VW model what I did by Splurf in testing, but tomorrow, tomorrow I will get a new one laptop and I will have a free machine for little testing...

PZ

pzdm
12-05-2007, 07:24 AM
the last material and little VW bettle... all is same like before, nothing changed.

http://www.3dsoftware.cz/upload/images_forum/31597.jpg

pzdm
12-05-2007, 07:34 AM
other map gets better result.... Without AA

http://www.3dsoftware.cz/upload/images_forum/31598.jpg

ThirdEye
12-05-2007, 08:18 AM
The only thing i don't like is that yellow specular, it's too hard and distracting. Try getting rid of it, see what happens.

pzdm
12-05-2007, 08:20 AM
The only thing i don't like is that yellow specular, it's too hard and distracting. Try getting rid of it, see what happens.

THX Alberto - it is not a specular, it is an area light reflection, but I prepared other test with standard and more diffuse specular....

http://www.3dsoftware.cz/upload/images_forum/31603.jpg

ThirdEye
12-05-2007, 08:23 AM
I'd get rid of it, it looks artificial, too strong for the kind of overcast illumination i see in the picture. If that was the real reflection of the sun you'd probably see a much darker and sharper shadow underneath the car. A reference for you:

http://www.thetorquereport.com/bmw1coupe_official_hi006.jpg

ThirdEye
12-05-2007, 08:24 AM
And another one. Notice that the specular, if there's one, is a lot subtler.

http://l.yimg.com/eur.yimg.com/xp/performm/20070921/10/4140425981-serie-1-coupe-show-bmw.jpg

pzdm
12-05-2007, 08:34 AM
Hi again, Alberto
ha - do you want to kill me :-)?

my sources

http://new.skoda-auto.com/PublishingImages/4all/model/newfabia/look_detail_298x380.jpg
http://new.skoda-auto.com/CZE/model/newfabia/gallery/wallpapers/Pages/wallpapers.aspx

pzdm
12-05-2007, 08:43 AM
and higher hdri gammut...

http://www.3dsoftware.cz/upload/images_forum/31606.jpg


A little rem: don´t forget please, - material MUST be simple for editing a pretty fast for rendering, yes, they have there a cluster with 96 machines, but all previews are done on one standalone machine.... I know I´m not able to get perfect result, but if I found an "universal" system, I will be satisfed.

P

ThirdEye
12-05-2007, 08:51 AM
Hi again, Alberto
ha - do you want to kill me :-)?

my sources

http://new.skoda-auto.com/PublishingImages/4all/model/newfabia/look_detail_298x380.jpg
http://new.skoda-auto.com/CZE/model/newfabia/gallery/wallpapers/Pages/wallpapers.aspx


No not at all, just trying to help :shrug: Check again all your references, there's not a single specular on any of them, just reflections ;)


http://new.skoda-auto.com/CZE/PublishingImages/Wallpapers/NovaFabia/_1024x768/1wallpaper_fabia_65.jpg

pzdm
12-05-2007, 09:01 AM
you´re right, but is´t it a diffuse only? I suppose they will use lights, too. There is a question, are speculars (if they use lights, too) correctly or not?

I will try other way, I will use a Lumas for reflection control - where will be Lumas, there will be a huge reflection... What do you think about it?

THX, P

PS: don´t worry, I happy you help me.

ThirdEye
12-05-2007, 09:21 AM
Speculars are nothing but a cheap fake for reflections. They can be helpful if you're going to use them very wide and don't want crisp reflections, as in some commercials, for example this one:

http://static.blogo.it/autoblog/bmw_z4_coupe_uff_07.jpg

You can simulate the white reflections on the car paint above using speculars, and they usually work quite well that way.
But if you want crisp reflections like in the VW Beetle you posted, specular are fighting with the reflections themselves, and the eye of the watcher is caught by them. I'd keep it simple and get rid of the speculars. You don't need to change anything, just get rid of the specularity in the Lumas controls and/or remove the area light's visibility if you made it visible in render.

pzdm
12-05-2007, 10:20 AM
I´m back again

to our referencies - there is heavy PhotoShop used - for better contrast, better composition (first one picture, third BMW as well, it is really good to see I think - background, motionblur, reflections, reflections blur, contrast, color balance), Skoda - it is same, reflections are really very intesive and it is not real, too...

I found a picture what I did before few months - it is our new car. I did not there corrections... I know a color is different, but it is not so importment...

THX Alberto for your help...

http://www.3dsoftware.cz/upload/images_forum/31611.jpg

other test - speculars are more wide.... Sun added from 60 to 80

http://www.3dsoftware.cz/upload/images_forum/31609.jpg


older material with Sun 60 and weaker specular...

http://www.3dsoftware.cz/upload/images_forum/31610.jpg

P

pzdm
12-05-2007, 10:56 AM
I have tried balance my speculars (I used there cold blue colors) to achieve more desturated look. It is a result - inspiration - my C´EED.

Sun (ara light compared to the hdri sun) sets to 75%

http://www.3dsoftware.cz/upload/images_forum/31612.jpg

ThirdEye
12-05-2007, 11:13 AM
The one with the weak speculars is the most convincing one, the others look like copper.

http://www.presepi.com/imgprodotti/filcos/grandi/cucina/be_0321.jpg

Sneaker
12-05-2007, 01:25 PM
Pavel,

try a fresnel shader in specular color. This might help to avoid too blown out specular.

Another way for more control over specular is using lumas shader in the luminance channel
(switch off
Of course this can be layerd with a fresnel, too.

-Michael

rareseu
12-05-2007, 03:09 PM
i think you need to exclude the light from the reflection with a compositing tag, because it's making those white areas on the side of the car, a fresnel shader in the reflection might be good for the chrome bumper too

about specular, i've noticed it tends to give a white milky falloff if you're using phong shading model, but it can look very nice if you use oren-nayar and the metal mode for the specular (this requires tweaking in the setting do oren nayar as it darkens the color alot)

just my 2c

pzdm
12-05-2007, 03:26 PM
i think you need to exclude the light from the reflection with a compositing tag, because it's making those white areas on the side of the car, a fresnel shader in the reflection might be good for the chrome bumper too

about specular, i've noticed it tends to give a white milky falloff if you're using phong shading model, but it can look very nice if you use oren-nayar and the metal mode for the specular (this requires tweaking in the setting do oren nayar as it darkens the color alot)

just my 2c

I did not use area lights reflections in last examples...

I use fresnel in reflections, of course.

I use there a Bllinn model, I could try your way, thx for a suggestion.

P

JoelOtron
12-05-2007, 03:39 PM
Excellent work and great progress.
Thanks for showing us.

C.Smith
12-05-2007, 04:27 PM
I have been working on the prefect car paint shader for the last year in AR. Cars are interesting because the paint layer itself has a very smooth specular shine that is quite wide and is tinted slightly from the paint color itself. Then you have the clear coat which has an almost perfect reflection but not quite.

I could never get a perfect result because for good accuracy you shouldn't be using Phong or Blinn specular hits because at the end of the day they are a fake and they will always make things not quite look right. Also the C4D method of blurring the reflections takes FOREVER to render.

Once I started using Vray, everything fell into place extremely easily. On top of the diffuse color, you add 2 specular channels. In each turn off 'trace specular' because you don't want the fake specs hits. In one of the spec channels set the glossy reflection parameter down to where it's fairly glossy like .5 to .6. Then tint this slightly the same color as your diffuse color. Then the second spec layer make it slightly glossy (like .95) which represents your clear coat layer.

You can mess with the Angle of Incidence if you want, but metal is so high it almost doesn't matter. You can add a touch of your heart feels like it though.

HERE (http://www.vrayforc4d.com/forum/viewtopic.php?t=112) is my mirst Vray test on a Acura RSX Body.

Primitiv
12-20-2007, 02:32 AM
Try this shader I made. I might put you on the right track.

http://homepage.mac.com/primitivx/.Public/Car_Paint_Flaked.zip

Basically, I use one material for the paint, and I add a clear coat material for reflective and specular properties. It seems to work well.

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