Stryk3r from 3dm3 ?
Where did you get the information that he used reflection HDRI as background aswell ? He got clear reflection on the body while the background is blurry (DOF) -> Backplate isn't HDRI. Well, or he added the DOF in Photoshop. Also it doesn't make sense (atleast to me) to use HDRI as backplate, cause it just streches the whole environment.
Plus if you look at the Mazda render, he got something underneath the car, some geometry which simulates the sand.
You could render with different passes and composite your background in PS.
Naah..I am not from 3dm3.
Thanks for your answer . However, i am not fully convinced yet.
First, i pm-ed the author who made the following artworks http://www.evermotion.org/vbulletin/...ad.php?t=73335
He clearly said that he used HDRIs from Dosch HDRI .Dosch doesn't provide any backplates . Not definitely the corresponding backplate of HDRI he is using.So, all is done using HDRI only.
Maybe he used Matte/shadow plane to reflect the env. Not sure, but sand part is not 3d.
I know to render in different passes but when i composite the background in photoshop it will not match the reflections as my HDRI and background will be different .
Originally Posted by exidge
Stryk3r from 3dm3 ?
Where did you get the information that he used reflection HDRI as background aswell ? He got clear reflection on the body while the background is blurry (DOF) -> Backplate isn't HDRI. Well, or he added the DOF in Photoshop. Also it doesn't make sense (atleast to me) to use HDRI as backplate, cause it just streches the whole environment.
Plus if you look at the Mazda render, he got something underneath the car, some geometry which simulates the sand.
You could render with different passes and composite your background in PS.
Maybe he used Matte/shadow plane to reflect the env. Not sure, but sand part is not 3d.
I know to render in different passes but when i composite the background in photoshop it will not match the reflections as my HDRI and background will be different .
Dosch uses atm HDRIs with resolution of 12k x 6k and the new ones are with backplates. And if the ground isn't 3D then, he did some photoshop touch for the tires which sink into the sand. Well and even if it's without backplate, there are possibilities to do following:
- rendering the HDRI through viewport (maybe the res is enough here) edit in PS and use as backplate
- render alpha map and composite in PS by loading the HDRI itself as background and match it. I also don't think that those match 100%, there will be some variety but doesn't have to be.
- you could use some extreme sharp filter for the HDRI and use it. But I don't think that it would help in max.
Sand underneath the cars looks a bit fake because of the repeating pattern in my opinion. (Not that I could do any better).
And where's the tracks that would have been created by getting the cars to that position?
"When I used to go out I'd know everyone I saw.
Now I go out alone if I go out at all" - Walkmen - The Rat
Thanks for taking interest in the thread.You guys are amazing.So, my final conclusion is that.. ground is a simple plane with hi res texture of sand.The ground is reflecting HDRI or maybe he added some "Sun" source to simulate it.
Rock part is 3d too.It rendered so well that it looks real.Last but not least ,the extreme background is HDRI.That's why it's looking blurred.