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For the lighting, I used an HDRI map connected to an Environment Shader in the render pass to light my scene and produce the reflections. To do so I created a sphere, went to Render Settings > Indirect Lighting > Create Image Based Light. Within the window that appeared, I assigned a free HDRI file to the scene.  Just one plane for getting the car shadow and one sphere for making light and reflections were enough (Fig.21 - 23).

84_tid_image_21_lighting.jpg
Fig. 21

84_tid_image_22_render_settings.jpg
Fig. 22

84_tid_image_23_attribute_editor.jpg
Fig. 23


I used "usebackgroundshader" for the plane object, and then created the car body material, tire etc. In Fig.24 you can see are some of the most important shaders I used.

84_tid_image_24_material_textures.jpg
Fig. 24



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Readers Comments (Newest on Top)
avatar
Issac on Tue, 28 August 2012 2:37am
Wonderful. Thanks for Sharing .
avatar
Tricecold on Mon, 16 January 2012 5:01pm
Did you used smooth poly approximation and if so what are the settings ?
avatar
Victor on Thu, 10 November 2011 12:30am
Hi I ve been checking ur tutorial i ve a huge confusion u set the use background shaer so set the car is in the ground and u jsut rendered with the hdr sphere or u made pre compositing in photoshop? i would liek to know better how u made to render the car and make it look is in the road , as faar i understood u took the anle and use the use bakground shder and u compose in photoshop i would apreciate a lot ur help thanks by reading regards from mexico
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