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Old 04-06-2014, 06:53 AM   #31
maxster
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Thanks man
You can try shellac or blend in MR also like they do in the V ray. basics are pretty same one with speckles and grains with minor specular and the other with a plane blurred specularity. You can follow any vray work process and implement it in MR. for instance check this out :
http://www.3dtotal.com/index_tutori...11#.U0D5ClddDlU
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Old 04-06-2014, 04:44 PM   #32
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Whats up maxster,

Thank you for your reply and help!

Actually I already did the car paint shader, the only problem Im havig is that MR needs like 3 Years to render a layered Mia_Materilas.
If you put 2 Mias together, they will render fast enough, BUT if you put a third or 4th layer of Mias, the render time take tooooo long.

For the sparkles Im using a jpg file (512x512 pixels) just for the test render. For the final render Im gonna use a tiff file (2k pixels)

Im trying to figure out why is the reason, but at the moment I dont have any answer.
I will render the images tonight and see the result tomorrow.

Cheers!
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Old 04-06-2014, 05:31 PM   #33
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I thought you were using 3ds Max. so you are using Maya, right ? Create your basic car paint shader with either Mia material or car paint shader with some noise and grain and mix it with a Blinn or Phong with adjusted Eccentricity or Cosine power respectively for specularity. Apply a black diffuse and crank down the opacity of the Blinn or Phong to make it a highlight for your base shader. I think this will reduce your render time compared to the other. And check the raytrace settings under the render tab, may be it is pushing your render time.
Waiting to see your results...!
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Old 04-06-2014, 05:47 PM   #34
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This is what I have right now.
still testing... all shaders are mias.



Quote:
Originally Posted by maxster
I thought you were using 3ds Max. so you are using Maya, right ? Create your basic car paint shader with either Mia material or car paint shader with some noise and grain and mix it with a Blinn or Phong with adjusted Eccentricity or Cosine power respectively for specularity. Apply a black diffuse and crank down the opacity of the Blinn or Phong to make it a highlight for your base shader. I think this will reduce your render time compared to the other. And check the raytrace settings under the render tab, may be it is pushing your render time.
Waiting to see your results...!

Old School! I think i will give a try.
Yes im using MaYa
Let me see if I can do better with the Mia_Materials and if doesnt work i will go back to the old School!

Cheer maxster. I really appreciate your time and comments+help!
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Last edited by 2xbo : 04-06-2014 at 05:56 PM.
 
Old 04-08-2014, 04:25 AM   #35
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Ok this is the last Car Paint test. I kind of like it. Take long to render, but I like this one.
Let me know what do you think.

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Old 04-08-2014, 07:13 AM   #36
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I think the one before your latest render is much better. The latest one looks kind of a toy-plastic material. Cranking up the reflection of your old render will do the trick I believe. Just try to make it a bit more metallic. And the blue reflection on the front grill is not impressive enough.
Try a HDRI on a sphere with an Mip_rayswitch. So that you can create custom reflections and a much better contrast in lighting.
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Old 04-08-2014, 09:11 AM   #37
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Quote:
Originally Posted by maxster
I think the one before your latest render is much better. The latest one looks kind of a toy-plastic material.


I was happy to had kind of glow on the material. And more realistic light effect. Lets give a try.

Quote:
Originally Posted by maxster
Cranking up the reflection of your old render will do the trick I believe.

Yes I saw the result on this one and i think the reflections needs to be increase in the old render like in the last pic.


Quote:
Originally Posted by maxster
Just try to make it a bit more metallic.

Well red cant be metallic. I never saw a red car that is metallic. That the reason looks a bit "toy-plastic material"
White and red will never be metallic.

Quote:
Originally Posted by maxster
And the blue reflection on the front grill is not impressive enough.

The headlamps lights are giving me the blue color I will fix that. Your right.

Quote:
Originally Posted by maxster
Try a HDRI on a sphere with an Mip_rayswitch. So that you can create custom reflections and a much better contrast in lighting.

You mean in the whole scene?
I actually wanted to make a bit darker scene that the whole scenes I see outside.
The reason for that is because I will like to have the lights turn on and give them a post effect.

Lets see what I can do. If doesnt work i can always switch to the traditional studio bright light scenario.

Lets do a couple of changes.
I appreciate your advices!
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Last edited by 2xbo : 04-08-2014 at 09:23 AM.
 
Old 04-08-2014, 10:20 AM   #38
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Yes the whole scene, You can lower the intensity so to keep it dark. Using custom HDRI's can make it look less generic with reflections.
And regarding metallic red car, this was in my mind :
http://img34.imageshack.us/img34/98...1051024x768.jpg
http://www.tastyautos.com/wp-conten...rear-corner.jpg
Cheers!
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Old 04-08-2014, 10:42 AM   #39
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Hi maxster,

I will give a try.

Cheers!

BTW. I didnt want to use HDRs, because i wanted to learn more about lighting. Im not that good on that
As you can see
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Last edited by 2xbo : 04-08-2014 at 10:50 AM.
 
Old 04-09-2014, 10:13 AM   #40
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Great work so far Xavier!

About the lighting.. I think this is the most usual setup:
 
Old 04-09-2014, 10:55 AM   #41
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Quote:
Originally Posted by maxster
Yes the whole scene, You can lower the intensity so to keep it dark. Using custom HDRI's can make it look less generic with reflections.
And regarding metallic red car, this was in my mind :
http://img34.imageshack.us/img34/98...1051024x768.jpg
http://www.tastyautos.com/wp-conten...rear-corner.jpg
Cheers!

Hi maxster,

I get what you mean. Im trying to do some different lighting as you propose. Didnt work yet, but still trying.
I own you one !
Thnx for the tip.



Hi utopia780,

Glad you like it also.

Quote:
About the lighting.. I think this is the most usual setup:

Nice reference! Thnx for the pic.
Im doing something like that. The only difference is the idea behind.
Im doing like a studio lighting, but at the same time like a garage lighting.
More about the garage will come later.

This is my light setup. Really simple.

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Last edited by 2xbo : 04-09-2014 at 11:25 AM.
 
Old 04-09-2014, 02:50 PM   #42
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Hi guys,

This is my last render.
I was playing with the lights and the car paint shader.

Next I will do the car paint shader metallic and move on to the next.
Any C&C are welcome.

BTW. Thak you again maxster for the tip. I didnt use the Mip_rayswitch didnt want to work. I dont know why, but your tip ave an idea how to arrange some materials.
Cheers!

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Old 04-09-2014, 08:10 PM   #43
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I suggest you tone down those soft boxes and add one more (very weak) where that heavy shadow is.

Those harsh highlights are killing the car lines.

The shader is just perfect though!
 
Old 04-11-2014, 12:51 PM   #44
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Quote:
Originally Posted by utopia780
I suggest you tone down those soft boxes and add one more (very weak) where that heavy shadow is.

Those harsh highlights are killing the car lines.

The shader is just perfect though!


Hi utopia780,
I was playing arround with an area light and the area light is now giving me many troubles.

EDIT:
For the grainy problems I had I found the the solution.
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Last edited by 2xbo : 04-11-2014 at 03:52 PM.
 
Old 04-11-2014, 02:07 PM   #45
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This is the latest test render ...
Hope you like it. (Without the grainy areas of course )


To see the big resolution click here
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Last edited by 2xbo : 04-11-2014 at 03:55 PM.
 
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