At the same time I started modeling this car I was lucky
enough to get on the beta testing team on finalRender (fR),
so when I had it all modeled it was obvious to render it
with fR. fR is a full-blown raytracing system for 3dsmax
4.2 with features like GI and HDRi that I used heavily in
this project
If you want to know more about fR you can take a look at
www.finalrender.com
the maker of fR or www.trinity3d.com
the distributor of fR.
This is going to be fR specific, so if you don't have fR
skip this part.
The scene is one big sphere, with a plane in the bottom
where the car stands. You can see this on Fig 29. I did
this in order to exclude the sphere from the MSP so it didn't
show up in the reflections (instead the HDR shows up). And
most important to render the car from all possible angle,
and still have a single colored shaded backgournd, instead
of seeing the HDRi map.
| Settings |
Global |
Local
Tire |
Local
Ground |
Local
Env. |
| Reflection Depth |
3 |
|
|
|
| Refraction Depth |
2 |
|
|
|
| Diffuse depth |
2 |
|
|
|
| Prepass size |
1/1 |
|
|
|
| RH Rays |
512 |
|
1024 |
1200 |
| Balance |
90 |
|
|
|
| Curve balance |
75 |
|
|
|
| Min. Density |
8 |
100 |
10 |
|
| Max. Density |
16 |
200 |
100 |
|
| Ambient Multipliere |
1 |
|
|
|
| Adaptive Quality |
0 |
|
|
|
| Ambient rougness |
15 |
|
|
|
| HDRI cover angle |
300 |
|
|
|
| AA, Min. Samples |
5 |
|
|
|
| AA, Max. Samples |
10 |
|
|
|
As you can see I used local density settings for the tire
and ground. This mean I get more details exactly where I want
it. The tires needed more dense samples because the tire is
made up of small canyons, and if you have read the manual
this can be a bit of a problem, but with local settings this
was easily fixed. Also the ground plane got higher density
and more rays, more density to catch the details between the
tire and ground, and more rays to smooth out the large ground
area. The big env. sphere had a higher amount of rays too,
to make it smooth.
But remember density setting is scene depended so you can't
transfer my settings directly to your own scene.
On Fig 30. You can see a rendering where show samples is
turned on. The body of the car got some huge samples, but
more details isn't needed since the car is so reflective,
so even with low distribution of samples, you can't see
any artifacts on the final image. The ground, env and tire
got a lot more density to catch the details and smooth it
out nicely.
|