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Author Topic: audi 500  (Read 27059 times)

megapheesh

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audi 500
« on: January 17, 2012, 03:28:51 am »

work in progress, based of the audi r8..
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siragin

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Re: audi 500
« Reply #1 on: January 17, 2012, 10:39:08 am »

nice car body. are you gonna have a detailed interior or just focus on the outside of the car.
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Modeler_in_the_Myst

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Re: audi 500
« Reply #2 on: January 17, 2012, 03:24:41 pm »

Looks realy good so far, I don't enough experience to say more than that.
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davdud101

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Re: audi 500
« Reply #3 on: January 17, 2012, 03:39:23 pm »

Looking pretty sweet so far, mp. Can't wait to see the finished product!
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dwsel

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Re: audi 500
« Reply #4 on: January 17, 2012, 03:55:45 pm »

Hello there! Is this your own concept or you do you follow some references like http://carblueprints.info/blueprints/audi/audi-r8-2008.gif , http://www.the-blueprints.com/blueprints-depot/cars/audi/audi-r8-02.gif ? For exact r8 its front window looks too 'angular', imho. Anyway, I'll enjoy following your WIP :)
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megapheesh

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Re: audi 500
« Reply #5 on: January 17, 2012, 10:14:15 pm »

@siragin-  nah i dont really plan on foolin with the interior much, still have too much to learn just trying to make the exterior look right haha  (for me, paint is a really difficult thing to understand )

@dwsel - the car is simply based off an r8.  it has similar dimensions and I did use a blue print side view of an r8 to get general ratios correct.  the windshield//lights/tires etc are all just for getting proportions correct

its still a rough model and need a lot of work but i think i have the shape im looking for.  keep watching and giving tips where able!  thanks guys

pheesh
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megapheesh

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Re: audi 500
« Reply #6 on: February 22, 2012, 09:49:16 pm »

havent had alot of time, but here is whats been done in the past couple days...

still need help with methods of makin the paint of the car look realistic, can it be done IN anim8or?
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ENSONIQ5

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Re: audi 500
« Reply #7 on: February 23, 2012, 02:56:08 am »

Simulating car duco is a particularly difficult thing to do, if you are after ultra realism.  The problem is that modern automotive paint surfaces are very complex, usually with a clear coat over a flat or metallic base colour, and if you don't at least try to replicate this you'll end up with a plastic look.

I have attached my best attempt at this, which still falls short of the mark.  In this image there are two objects making up the fender: a base model with a blue paint material, and; an upper model with a clear material that simulates a clear lacquer.

The material specifications are: -

Blue duco:

Ambient=.3
Diffuse=.7
(colour for both 2,64,180)
Specular=.6 (colour white)
Emissive=0
Rough=15
Brilliance=1
Trans=1
Attached 'OrangePeel' texture applied to Bumpmap, value=15

Clear lacquer:

Ambient=.3
Diffuse=.7
(colour for both 245,241,228)
Specular=.3 (colour white)
Emissive=0
Rough=1000
Brilliance=1
Trans=0.1
ART attribute: specular, value reflection.

So, the blue underlayer is flat with no ART reflection attributes, but provides a light bump simulating the sprayed-on appearance of paint (the UV map of the fender was adjusted so the bump map was very small, providing a light grain).  The upper reflective layer is providing the actual reflection, which is unaffected by the bump since it is applied to the outer model layer.

I don't know whether you'd be happy with this method, it might be problematic on a full car body (for instance, you'd most likely want to map the UV coords of the grain texture so it doesn't stretch anywhere).  You might also have some luck with the Glossyreflector attribute (which was used to create the rough, silver metal on the wheel rim, from where the valve protrudes).
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dwsel

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Re: audi 500
« Reply #8 on: February 23, 2012, 09:45:02 am »

I have a lot of ideas lately ;)

Can you remember that post http://www.anim8or.com/smf/index.php?topic=3906.msg28179#msg28179 about car paint? I think I got highly inspired by this thread http://www.anim8or.com/smf/index.php?topic=4124 and I believe I can make this procedure even simplier if you don't want to bother with multiple layers as I or ENSONIQ suggested.

The idea is to 'unroll' the sphere and use the texture as 100% environment map. It's the quick rendering method used by Sculptris or ZBrush. Here's the result of applying this method to my carpaint example and environment map used for the task.

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dwsel

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Re: audi 500
« Reply #9 on: February 23, 2012, 10:04:43 am »

Continuing... (sorry for double post, but I have a lot of attachments)

You may basically pick any sphere and unroll it to have your base material. It's very simple to do, but main limitation is that the material will not be affected in any way by environment - shadows and reflections won't be cast, unless you mix with your environment map some diffuse, specular and reflection. Things will not be accurate any more, but it will blend a bit better with your rendering studio.

Here's environment map derived from the sphere posted on this site: http://www.cgnotebook.com/wiki/Mental_ray_for_Maya_mi_car_paint_phen and results of rendering below.

1. 100% environment map
2. 75% environment map mixed with some diffuse and specular (red/oragne/yellow shades) rendered with scanline
3. roughly the same as above but rendered in ART with specular reflection attribute (you can see some reflections inside the helix)

and the source file.

@ENSONIQ5
I wonder how your material looks when rendered on the sphere. I remember this car image was made for one of Anim8or competitions :)
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ENSONIQ5

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Re: audi 500
« Reply #10 on: February 24, 2012, 06:57:43 am »

That does look good, and I like the idea of using the environment map with an ART-render-derived image.  Although it won't 'interact' with other elements in the scene it is a good solution where render speed is of big importance, such as in a game engine.  The render attached is essentially the same scene as the previous ones, though I had to recreate the grain texture to a much finer level since it isn't possible to rescale and tile a spherical UV map within Anim8or.  This is a one-pass render from Anim8or with no post production, I think the best paint effect would be from rendering a number of layers and combining in post.  Tedious in an animation but probably the only way to get a truly realistic appearance in Anim8or.
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dwsel

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Re: audi 500
« Reply #11 on: February 24, 2012, 11:38:29 am »

I attached Ensoniq's carpaints (blue and black/gray) as environment map.

For transforming further materials, please check this tutorial: http://www.cgnotebook.com/wiki/Create_an_HDRi_Light_Probe

Also here's my try at single layer/no postpro carpaint rendered with ART:
+ fully tweakable colours (also diffuse and specular maps can be used)
+ quite correct look
+ studio environment
+ reacts to additional self illuminated plates and additional lights
+ easy to use (import object, place in the scene, apply material, focus light and camera on object and render)
- tightly bound with environment map (you may change maps to other 'studio' type)
- better to use for stills because takes a lot of time to render
- depends on number of samples



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megapheesh

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Re: audi 500
« Reply #12 on: March 01, 2012, 12:30:24 am »

dwsel, do you think that application could apply with a more complex shape than a sphere? Ive experimented with all the files attatched in this thread and the problem i have encountered trying to texture this body is that its very hard to mimic reflection on a subdivided mesh this large.. the body is in 2 pieces (right and left)..
 i would like to send you the file with the car in it and see if you could apply your method and provide a trial render, if you would accept of course :D 
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dwsel

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Re: audi 500
« Reply #13 on: March 02, 2012, 12:56:09 pm »

@megapheesh:
Which one are you trying to apply? Would you like to see how to use attached studio or just environment maps?
Feel free to attach your model in this thread, or if it's too big to be attached you can upload your model to some file hosting and provide link, so we'll see what can be done to make it look great ;)
« Last Edit: March 02, 2012, 12:57:48 pm by dwsel »
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ENSONIQ5

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Re: audi 500
« Reply #14 on: March 03, 2012, 03:44:08 pm »

Attached is a go at applying the dual layer paint to a car body.  I did make some alterations to the material, however.  To apply a bump-mapped material to an irregular object requires UV mapping to prevent texture stretching, and while that is not a big deal it means in this case that the map itself would necessarily be a very large file, so there is sufficient resolution to give a fine, 'orange peel' appearance to the under-layer.  For the attached example, I changed the under-layer to have no bump, but to have a rough glossy reflector attribute (rough=15, Kr=0.5).  The lacquer layer remains unchanged.  Although this method does not require UV mapping be warned... this image took over 10 hours to render on an i7 2600!
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