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soulsonic

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Hello everyone I am texturing a car using the OTL paint shader. Is there a tire shader or a good way of starting 1 in VEX.

This will be smoking out of the pipe and possibly burn rubber on a street. With a rain particle system at least that's the plan...

Thank in advance...

any comments welcomed.

:rolleyes:

post-628-1202940990_thumb.jpg

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it looks good but needs some reflections :)

Hello everyone I am texturing a car using the OTL paint shader. Is there a tire shader or a good way of starting 1 in VEX.

This will be smoking out of the pipe and possibly burn rubber on a street. With a rain particle system at least that's the plan...

Thank in advance...

any comments welcomed.

:rolleyes:

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Thank you Mark your comments are greatly appreciated!! Do you have any clue as to how procedurally do a shader for the tires. I can wip something up in photoshop but I prefer procedural shaders. I am well versed with Renderman pro tools. I created the shader there once before. I just don't seem to be able to find a simple way to do the same in Houdini.

Thanks

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When you ask about a tire shader, are you referring to a shader for the black rubber material or are you referring to some sort of tread displacement?

I am referring to the threading. I have a shader that can easily resemble rubber. I just need to do the displacement to resemble the threads

Cheers :blink:

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Well, you could, if you really want to, model some piece of that tread as a flat object, render it in UV space, mapping hight of a pattern to 0-1 illumination. You can then apply this rendering (render dependencies!) as a displacement map to your rubber. Long way to do fairly simply thing ;) but if you really want to... ;)

sy.

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Here's an update with different paint and more reflection. I will attempt to do a rain system next and a smoking exaust...

-R

Hey Soulsonic,

Check out these tutorials with some tips on creating a studio enviroment for car pictures. Car photos are all about reflections and highlights.

http://www.3dm3.com/tutorials/vray_render_studio/index.php

http://www.toxiclab.org/tutorial.asp?ID=118

http://www.carbodydesign.com/tutorials/car...g-tutorials.php

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sounds like a cool little project...build an asset that you can drop a car into and render...

Yep, guys at Maxwell forum have a virtual light box for product rendering... but I think that they have to manually adjust the pannels, etc... I don't know of anyone using Maxwell+Houdini. They are mostly maya, 3dsmax and cinema4d i think.

http://www.max3d.org/maxwell/largebox4.jpg

http://www.max3d.org/maxwell/largebox3closeup.jpg

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Thanks Andz, I will check out the links and give it my best shot. I am at the moment using the rotating table D.A provided for the animators. Micheal I will attempt to create a Digital Asset with the perfect setup. At the moment I am working on Demo Reel work have to get a job soon!!

Cheers

-R

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Hey Soulsonic,

Check out these tutorials with some tips on creating a studio enviroment for car pictures. Car photos are all about reflections and highlights.

http://www.3dm3.com/tutorials/vray_render_studio/index.php

http://www.toxiclab.org/tutorial.asp?ID=118

http://www.carbodydesign.com/tutorials/car...g-tutorials.php

Hi Andz,

I have looked at your links. Nice resources thanks. I am sure the entire VRAY approach is possible with mantra as well... but just a quick question... can you get a light source to reflect on the car... or do you usually use a geometry with some glow on it instead?!... this is for mantra of course...

thanks.

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can you get a light source to reflect on the car... or do you usually use a geometry with some glow on it instead?!...

Specular Highlight. If you use pbr it'll be appropriately shaped and sized (assuming you're using area lights), as opposed to the default round highlight that you'll get in micropolygon rendering. And if you have to use micropolygon rendering and want shaped highlights, I'd recommend placing constant shaded geometry where the lights are and either raytracing the reflections or generating an environment map. This method is especially effective if your geometric light sources aren't flat white, but are images of genuine stage lights.

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PBR is a completely different rendering scheme built in to Mantra for Houdini9. It stands for Physically Based Rendering.

It is similar in theory to Maxwell where you describe how a surface is to behave when illuminated, then Mantra as a black box will handle all the light transport to properly illuminate your surface. You simply enable parts of PBR to do more physically correct rendering (caustics, etc.).

This is in contrast to the default MicroPolygon scan line rendering engine in Mantra where you as the user have to write the lighting model or use lighting models written by other shader writers. That is done in the illuminance loop where each light in turn is passed in to the loop and you do what you want.

Mantra also has a built in raytracer that can be run in isolation or in combination with MicroPolygon rendering. If used in this hybrid raytrace-micropolygon mode, the principal surface shading is handled with micropolygons and the subsequent rays use the ray tracer to handle reflections, refraction and light gathering.

Mantra has yet a fourth render engine, the volumetric renderer.

Think of Mantra as RenderMan, Maxwell, Air and Mental Ray plus a nice volume renderer all wrapped up in to one seamless rendering interface and you are not far off the mark. ;)

With all of these features "built-in", I see Mantra as the most amazing value in this industry! All you need is a few Batch licenses to free Mantra up on any render farm.

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