ok. lets start for a (very)quick tutorial, who could be done in 5 min.
so lets go.
i assume you understand well 3dsmax and vray, but its a really simple surfaces and lighting set up.
i add a tire on a max scene, apply the tire sidewall and thread surfaces, and add a simple plane, with a white color in the diffuse channel.
and i set the environment color to white.
i add 2 VRayLights.
VRayLight01-> Multiplier=7,0, left all other option as is it.
VRayLight02-> Multiplier=5,0, left all other option as is it.
for the Sampling Subdivs, i set it to 64 for the final render(a little bit long, but really efficient ).
for the tread surface, i use this setting:
dont forget to set the BRDF to WARD!
for the sidewall surface, i set the same surface, and add a bump channel, with the tire sidewall map. i set it to -30.
for this example, i use a very good map found on cg-cars, made by 1xpfree(thxc again man!), i let you search it in the forum
for the final render, i set the subdiv to 96 to avoid too much noize, due to the reflection glossiness, but that take a little bit of time to render...
ok, now let's set up the render parameter.
i use irradiance map for the primary bounce, Quasi-Monte Carlo for the secondary bounce at 0,25.
uncheck the default light, hidden light and Show GI only in the global switch, and let's all the other setting to default.
for the AA, i use the adaptive QMC, with the Catmull-Rom filter.
ok here we go. after few rendering time and some coffee, you should have something like that.
and after some little post work, here's what i have so far.
ok. hope that help few people.
next, the rim and the brake disk
yeah its a little bit long to render...
this Vray glossiness works like a charm, the only problem is the render time, when setting are set to medium/high.
think that could be tweak to have a better surface, as its a really simple one.
but for sure the quality of the render is there.
i never made some tuts, as im not good for that, but hope that help a little
Hey thanks, that will come in really useful. Great addition to the tutorial collection! But whats BRDF & WARD?
Also how much does that lighting play in the scene, I use final render to if i were to chuck in two omni's or an omni and a skylight that will be sufficient right?
BRDF is called Shader in the default material. Basically ward is a different hilight function then phong or blinn. In vray when using glossy materials and anisotropic reflections the BRDF also affects the glossiness/anisotropy.
Thorsten
Edit:
Almost forgot. As the vraylights are left at default values they are not like simple omnis. a) they are visible (so the dont only emit light, but are also reflected) and b) they are area lights (rectangular in this case as you can see in screenies)
Don't look at the "chrome" part cuz something went wrong there.
The original rendersize was 1280 x 1024 but after +/- 10 hours rendering when the render was finished max crashed so I could only take a quick screenshot of the render. Arghh :banghead:
I would be apreciated if you could have add some help about how to add tire surface threads, I mean I have tryed to do so by vray-displacement, but haven't get desired result.
I would be apreciated if you could have add some help about how to add tire surface threads, I mean I have tryed to do so by vray-displacement, but haven't get desired result.