Jump to content

Recommended Posts

Have always found getting a good "car paint" setting out of EI a big challenge.  It either looks like glossy plastic or like a christmas ornament when I give it a go.  I have given MForge a go and the metal flakes look good but I am after just normal car paint.  Something like this:

 

red.jpg

 

All other programs use a layer approach to achieve this.  Any input is most welcome.  :D

Share this post


Link to post
Share on other sites

Hi Steve,

Just a tip. Use the specular colour as your reflection colour ( ie: same as diffuse colour) and keep refection as white (or tinted just a bit.). Don't use the diffuse colour in the reflection (Christmas Tree).

Soft blur in Raytrace if you want.

A reflection map in the raytrace world slot (HDRI preferably) and you should get close.

Try that and let me know how you go, I can post some but I render in Gamma 2-2.2) so would be different.

 

https://www.dropbox.com/sh/t0j85v7jhti9jqe/AABtjCjlutdatwT1J15rLyWha?dl=0

Just put a few snaps here if that is what you are after. Some materials as well. I use maps in the Diffuse channel but they are just a plain colour flat mapped in diffuse. Don't use colour maps in the Spec, they are greyscale only.

BUT, I multiply the diffuse map for 2.2 gamma.

 

One more thing is to literally and another clear coat to your paint. I know you use FormZ so you could use the 'thicken" tool in FMZ and add another high reflective "glass coat" by adding the body as another "thickened" object.

You can play with that a lot. Refraction, transmission etc.

Just another option.

Share this post


Link to post
Share on other sites

I think they should look fine in gamma 1.0 as well. Dunno, never messed with them.

Colour in the Spec for EIAS as opposed to colour in the reflection is the go I think.

Share this post


Link to post
Share on other sites

Hi Steve,

It seems those materials will not work in Gamma 1.0 without adjusting. I have uploaded a comparison image 2.2 V 1.0.

Don't be too critical, this is just a quick test.

This is a simple sIBL scene one rendered in 2.2 with maps multiplied (in this case only the car paint has a map) and the other in 1.0. All settings that should work in either.

No Photons.

I can upload the scene if you want to explore but it has a trick I use. Not HDRI in HDRI slot and not "object Area light sphere / dome mapped with HDRI". Quicker than the latter (too many area lights) but similar result.

 

Cheers,

Share this post


Link to post
Share on other sites

I do like Paul Sherstobitoff some of those renders with the glass look really nice. i really can't get realistic glass out of EIAS. think maybe i should make that a focus of a project to see how close i can get it. on a side note been looking at mFORGE but unsure as yet looks really handy.

Share this post


Link to post
Share on other sites

I did a quick test just now, here are the result with no specular, just playing around with HDR reflection maps and edge control. GI render

01_zpsssmcignb.jpg

 

 

 

here are another test with specular with added shader in camera projection map, I add thin film shader and gradient shader, doesn't looks that real, but it looks quite interesting.

02_zps4qezgho1.jpg

 

Edit: Something wrong with the image link just now, updated with the new one

Share this post


Link to post
Share on other sites

You moved them Yhloon! I got something a little better out of MForge but it is the most complicated shader in the world.  I have some clouds in the global reflectivity slot.

 

car.jpg

Share this post


Link to post
Share on other sites

That is spot on Tomas!  Very real. Does it work with a simplified lighting setup? I usually use just a sun and GI skydome to speed things up.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×