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View Full Version : How to make a realistic paint/lighting/rendering for a car


cold_as_eyes
07-23-2003, 01:26 AM
hello.....can you give me some tips, hint or guide me on making a realistic paint for a car and how to render and put some light properly to make it real good or is there any tutorials about this???? pleeeaasssee....:blush: .....thank you very much..God bless

jeremybirn
07-23-2003, 03:45 AM
You might find this thread helpful: "The Showroom Shine" (http://www.cgtalk.com/showthread.php?s=&threadid=76610)

-jeremy

cold_as_eyes
07-23-2003, 05:26 AM
First, build an environment all the way around the car. It can just be a sphere with an incandescence map, or a full 3D model of a showroom with lights shining on it, or anything in between. That geometry doesn't need to have primary visibility turned on if you want to keep the gray background, but at least it needs to be visible to reflections.

Second, set up the "fresnel effect" on the car's reflectivity, so that the parts facing you are less reflective than the surfaces facing away from you. If you use a ramp shader as your material then you can edit the gradient next to reflectivity for this effect.

:applause: Thank you so much for replying my message but i have some questions....
I wanna point out something cause im a 3dsmax user...and im not fluent in maya and as well as in 3ds max....

what is incandescence map?

what is "fresnal effect?" Is there another term for this in 3dsmax? or is there
an effect which is the same with fresnal effect in 3ds max?

and is there a ramp shader in 3dsmax?

thanks and God bless...

fxjeane
07-23-2003, 09:03 PM
Fresnel effect is a property most reflective surfaces have in which they become more reflective as the surface faces away from us. Car paint has this property

In MAX insert a falloff map into the reflection channel and then change the type of falloff to Fresnel. After that u can map the 2 available channels with either a reflect/refract map or with a Raytrace map.

There is a ramp in max, but you wont need it in this instance. The Falloff map takes care of it.

An incandecense map is any map you apply to the incandecense channel. In max you can use the "Self Illumination" channel to simulate the effect. I dont know If they are refering to a feature of Mray (I dont use Mray) but the regular/standard incandecense is the one I just described.


I hope this helped

Fxjeane

cold_as_eyes
07-24-2003, 07:44 PM
thank you so much bro.,:) this really helped me a lot..
God speed...

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