Ford Taunus

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cooler_inc
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Ford Taunus

Post by cooler_inc » Sun Nov 19, 2006 10:41 pm

Hi, I solved that the picture is finished (but I don't like some details like car material, shaders, headlights).
C&C are welcomed
Image
Image

Phil
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Post by Phil » Tue Nov 21, 2006 9:58 am

Hi coller_inc,

yes you are right, this has to be improved!
The model is nice, but try to play with the material, globally, this looks too much like plastic.

I am sure you can improve it :wink:
You have to play with material I think.

What are you parameters for the glass, the paint, and the chrome for example?

Regards, Phil

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Post by cooler_inc » Tue Nov 21, 2006 9:38 pm

Thnx Phil for your reply.
Blender parameters:
car material RGB 0.13,0.36, 0.41, Ref 1.0, Spec 0.5, Hard 150
glass RGB 0, 0, 0, Ref 1.0, Spec 1.0, Hard 150, RayTransp IOR 1.33, Fresnel 4.0
chrome file cr.nk


The truth is near.

Phil
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Post by Phil » Wed Nov 22, 2006 8:46 am

Hi cooler_inc,

I would increase the spec and also the hard much, make some test with a little resolustion, and you will quickly find a good sulution.
Perhaps is the light also a problem what are you using here?

regards, Phil

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cooler_inc
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Post by cooler_inc » Wed Nov 22, 2006 11:49 pm

Hi, Phil!

There is a mesh light at the picture with car. And at the picture with cottege I used SunSky.

Now I made a couple of tests here are the results:
Image
I used SunSky, White balance D75, Render Time is about 45-50min
Picture 1: Spec 0.7, Hard 250
Picture 2: Spec 0.7, Hard 511

So it still looks like a plastic :(

I tried to increase Spec to 1, but the result is awful

Any suggestions?

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psor
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Post by psor » Thu Nov 23, 2006 1:15 am

Heya cooler_inc,

I would say your specular is to strong and the exponent to low,
dunno but try something like this:

Code: Select all

		<material>
			<name>car_paint</name>
			<phong>
				<diffuse>0.486275 0.0313726 0.0313726</diffuse><!-- change the color to what ya like -->
				<specular>0.1 0.1 0.1</specular>
				<exponent>25000</exponent>
				<fresnel_scale>1.0</fresnel_scale>
			</phong>
		</material>
Hope this will help a bit. ;)



take care
psor
"The sleeper must awaken"

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cooler_inc
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Post by cooler_inc » Thu Nov 23, 2006 1:42 am

Hi, Psor!

Big Thnx to you :) I did as you say and the car material looks like it has to.
Image
render time 10 min.

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psor
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Post by psor » Thu Nov 23, 2006 1:49 am

You're welcome! And as a sidenote, you can add more realism to the car if
you flatten the tires a bit where the car touches the ground, you know gravity.
Hope to see more pics soon! ;o))

PS.: Maybe a nice studio setup would look nice too. ^^



take care
psor
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jurasek
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Post by jurasek » Thu Nov 23, 2006 4:12 am

void.nk and exr for light. :wink:

greetz,
jur

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psor
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Post by psor » Thu Nov 23, 2006 4:32 am

jurasek wrote:void.nk and exr for light. :wink:

greetz,
jur
Well, ... I wouldn't use it, it just renders wrong, Nick has to fix the code first
to get the dielectric .nk files to work. Non of them renders correct! ;)

void .nk should look like this ...

Image



take care
psor
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jurasek
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Post by jurasek » Thu Nov 23, 2006 4:53 am

yes, i know it's broken :wink: but looks fine...i think :roll:

Image
Image

greetz,
jur

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psor
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Post by psor » Thu Nov 23, 2006 4:59 am

Hehe, ... I have to agree, but it's black only ... :twisted: :wink:


take care
psor
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jurasek
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Post by jurasek » Thu Nov 23, 2006 5:19 am

like Ford T :wink:

phong with 2500000 exponent:
Image

greetz,
jur

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psor
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Post by psor » Thu Nov 23, 2006 6:10 am

Aha, ... so now you avoid the void ... looks good. :P :D ;)


takecare
psor
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cooler_inc
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Post by cooler_inc » Fri Nov 24, 2006 8:14 pm

Hi, everybody!
I didn't see the latest posts and I didn't use void.nk
Here's my last render, but I'll do some tests with void.nk&2500000 exponent
ImageImage

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