great update!
Actually in this image the road feels nicer…even if it’s the same shader. In the other angle I expected the road to show the intensity of the headlight more. But that’s subjective. 
Keep it up dude ![]()
great update!
Actually in this image the road feels nicer…even if it’s the same shader. In the other angle I expected the road to show the intensity of the headlight more. But that’s subjective. 
Keep it up dude ![]()
hi all … this my second time to assign a work in this challenges …but im so glade now for this participation
and i hope we can help each other to improve this work
so im waiting for your comments …this my first test for this challenge…hope you like it
heres is a closeup of the car same settings as my last render… 
im running out of memory when doing the renders i check my task bar and it reads 100 mb of free memery doing the renders i got 1.5 gig of ddr memory only… this last render was the 3 render out 3 tries the other 2 didn finish unfornatly :sad:
i notice that the truck is the cause of most of the overhead i subdivide that geometry at rendertime using the catmull clark feature of renderman i mean the entery truck is subdivide all teh pieces i hope thats the reason … ill do some test with just the enviroment only to confirm that k
i increase the color bleeding this time a bit and expend most time on the composite … i have to use negative values for some of the pass i got with the values flip … and the shadow pass tweak a bit the a correct shadow settings … i dont know where all that bue is coming from i need to bake gi again im gettin some artifacts :sad:
heres the render a crop a bit
Ok havn’t had time to do much at all (work work) so this is basically some changed lighting, not much else… I try for a color palette of red/green outdoors and cold blueish inside, to try to evoke the “coming out in the nice light from the cold” feel. (That’s really deep for being me
)

I did up the DOF a bit but I do think it ended up overdone and nonphysical… I kinna get a minature feel from it, which is a big warning sign for “too much DOF”. I pumped up the wall bumpmap too.
Here’s the full rez render for the curious among thee.
/Z
i like your work master zap,![]()
but about the rain i think it should be some droped points with motion blur…or something like that.
and the exit & enter colors…exit always with the red to be seen by the outsiders to be carefu…thats itl
Found some time to give this piece a try.
My first test. No post straight out from the render. C&C welcome.

this it is an advance of the project, soon will publish another advance greetings from Caracas- Venezuela. Made in Cinema 4D 10 y Final Render.
I leave an advance them of the challenge, soon will publish another advance. Greetings to all from Caracas- Venezuela. Excuse by my badly English. Made in Cinema 4D 10 and Final Render.
@Masterzap fantastic update… you already mentioned the too deep of field miniature effect 
I would make the texture of the street smaller the bumps seems too big. Lighting in my opionion is perfect… but here jeremy is the master 
Thanks for sharing
Giorgio
I go “away” for a bit and come back and there are 2 new challenges…argh…
This is an awesome one. Zap, that’s a killer image, keep going with it.
Kev
Mkay, I think I’m pretty much done. Mind you, this isn’t so much me doing anything other than my 2nd computer having spent quite a lot of time rendering 
I rescaled the asphalt bump, swapped the red/green light on exit/enter (d’oh!) and turned my ‘reflection HDRI’ a hair so the car windsheild now has some reflections in it, sligthly obscuring the “lack of driver” thingy
Here’s the photobucket variant…

…and a full rez clickeroo.
Is there a “wiping sweat from forehead” smiley around? 
/Z
Hi there … Nothing came to mind abt how to lit this Scane … So normal lighting …
As Usual Bad Texturing … “” Maya . Mental Ray “”



hi all agian …this is my second update
hope you like it
i think its missing alot but there is no more time …maybe ill have next challenge.
Here is my first try to this scene. Still have to fix some textures but most of the lighting setup is done.
Cheers to all of you.

Okay heres an update. I started texturing the walls and the foundations and added more lights inside the garage. Im still in the process of fixing the occlusion passes (especially for the green neon), but then I added two more passes. The BlurredReflection pass and the NeonBleed pass (So yes, I did turned the FG on for the latter). At first I tried the BlurredReflection pass, hoping I could get somewhat like a simulation of GI. It did, but not quite enough…for this update…l added NeonBleed pass (Im hoping I will not use this pass anymore for my next update…hehe)
But I think Im getting a little too redundant with my passes, dont you think? Hhhmmm…hehe
comments and suggestions are very much welcome…in fact i need them very badly…hehe…thanks
As MasterZap already mentioned it is a bump map found under Mental Ray nodes “Textures” mia_roundcorners. Here is also my answer I got from a question I asked to Autodesk.
[i]"To get the mia_roundedcorners to work, you must attach the mental ray Texture mia_roundedcorners to the mia_material shaders Bump Attribute. You can set the radius of the corner by editing the mi_roundedcorners node. The mia_roundedcorners node will only work with the mia_material shader.
If you use contour shaders in your scene, you will be required to turn on the option in the Render Settings for them to be rendered. This is not a substitute for the mia_roundedcorners node." AutoDesk[/i]
D,
Updated my image.
Tweak the textures and lighting. Comments are welcome.

@Masterzap - Nice work. Looks much better with the smaller bump and the reflection.
@60WE - Nice light setup. I like the orangey look.
@Herbertagudera - Love the way the neon lights are glowing. Looks like quite a tedious process with all the passes going on. Have to look back the thread on how jeremy told you about the neon glow pass.
@ Junkoman
Thank you for your comment. I like your work, maybe you could try to incrase the power of your lights or just tweaking the fstop and shutter speed of your camera may help.
Regards