Fig.
21:
HDRI lighting example
this is what you can get with an HDRI
environment map.
Fig.
22:
Direct light
place it to your tasting.
Fig.
23:
final render
...is this what you get?
First
of all, keep in mind that all reflective materials
are influenced (obviously) by what you have
around in the scene, being it other models
or an environment map. In our situation, we
do not have anything to reflect (just a gradient
map to simulate a clear sky) so the effect
can be less interesting: just using a spherical
environment map you can get nice results:
try to experiment with different maps, and
maybe try some HDRI lighting. This way i rendered
the Mini Cooper in Fig.
21.
Anyway, lets start by creating the sky
map: in a Syandard material put a Gradient
ramp map in the diffuse slot. Set the
first color to a light and soft blue, and
the other two to white. Select Environ
and Spherical environment in the
Coordinates rollout. Go back to
the root of this material and drag an instance
of the newly created diffuse map on the Environment
map slot in the Environment panel (in
the menu go in Rendering > Environment).
We are ready top ut some lighting in the scene:
create a Skyligh light and put
it above the model, using the environment
map as the color of the Skylight (check Use
scene environment). Set the intensity
multiplier to 0,8. Create a new Target
light light and position it similarly
to Fig. 22 (but
thats really up to your tastings). Set
the Light cone to a value high
enough to cover the entire scene, and set
the color of the light to be a soft yellow/orange
(ie 252.240.218). Set the shadow type to Area
shadows to get a much more realistic
effect, setting the type to Disc light
and the dimensions to an acceptable value
(in my case 100x100, just do a couple of test
render to get proper soft shadows).
Now create a small plane under the bonnet,
big enough to receive the shadows, and assign
it a Matte/Shadow material, leaving
the various parameters to their default values.
Open the Advanced lighting panel
(menu Rendring > Advanced lighting)
and activate the Light tracer
plugin, leaving the parameters to their default
values. The discussion of the many parameters
of this panel is beyond the scopes of this
tutorial, anyway the default values give almost
always acceptable results, then its
up to you to tweak the various values to get
the best solution in terms of quality/speed,
based on your scene setup.
Launch a new render, and you should get a
result similar to Fig.
23, otherwise i failed in explaining
this tutorial, or you read it without enough
care ;-)
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Section
7: Conclusions
This
finally concludes this long 2 parts tutorial,
modelling and rendering a detailed Nissan
R390 GT1: such a project, as i wrote in the
preface, requires carefull plannings and a
lot of patience. Experience plays a fundamental
role in every part of the process: the modelling
and rendering setup of the Mini Cooper in
Fig. 21 took me about half the time i needed
for the Nissan.
My hope is that this reading has been helpfull
for the 3d community, and that i gave some
help to speed up the learning process with
a tutorial as detailed as i could without
writing a whole book. I tried to highlight
the most common problems i face when modeling
a car: theres always some new obstacle
each time, you know that damn surface or crease
which just doesnt look right...Anyway
with some time and dedication you can always
get what you want. As always, i tried to be
as clear as possible, but first of all i am
not english so some parts might be badly translated,
and i might have omissed some explanation
which i thoughts were not necessary: feel
free to mail me at enrico@enriconencini.com
for any question or suggetion, ill be
ore than happy to get in touch with anybody,
if free time is enough ;)
Thats it, have fun and take car...