Some time ago I came across this medium resolution car model, I do not remember where I got it from. Oh well.
Light provided by Blue Sky with Sun 34 LOW SAT.hdri. It is a low saturation variation on the original.
I have learned from Horo that lowering shadow intensity can be very useful. Especially in hdri scenes, by lowering the shadow intensity it allows light from the probe to penetrate from underneath. It makes a pretty good impression of Global Illumination. Quality setting was only 16 because I am working on a single core machine and it cannot handle higher settings, even at only 16 lights this took 26 hours. Foliage texture used but no transparency. The lowered shadow intensity fakes the transparency pretty well, leaves have 8% reflection so that they interact with their environment. Hope you all like it.
Excellent. The reflection on the red Viper are most striking. The black one seems to be less polished. I've noticed immediately that there is no transparency on the leaves. Shadows look good, more lights would have been better, but I know what you mean having the render done on a low performance machine. The sidewalk in the foreground looks like reflecting at the first glance because of the hard shadows. These small details give away it is an artificially made scene. Otherwise, it looks very real. Again, excellent work!
Join Date: 07.02.2005 Comments: 1010
I'm just going to say this is an awesome piece of work.
Join Date: 12.21.2006 Comments: 667
as says above great job 5/5
Join Date: 01.03.2004 Comments: 2227
The light looks great, maybe not enough inperfections to convince me that the scene is "real" and your trees lack the hallmark transparency I feel. The Dodge is fine, but I don't like the alloys, OK the discs are pretty meaty, but unless I was wanting to show off some very special brake calipers then I think I'd go for something a little more concealing. On the subject of alloys, whoever parked that car was taking a bit of risk getting so close to the curb - those things are expensive! No serious quibbles really, nice work, 5/5
Join Date: 04.15.2004 Comments: 1097
What I see is a serious amount of work. Oh yes, as Horo I'm going to point out those beautiful reflections on the red Viper. But the impression is drawn back a bit due to the windshield of the same car. The reflections there are unnaturaly distorted. The building in the back has some interesting detail between the floors and the near-ground sections. The brick texture, as good as it can be, looks too even everywhere (a bit of postwork to erase some?). This affects the realism in one way or another. The models, building, tree-randomizarion are well prepared/positioned, but in my opinion the two things that need final touches are better textures for the pavement and the road, plus softer shadows. I read what you wrote in the descr. so we'll have to wait a little longer 'till you have the pc-config that can handle hdr+softshadows. I hope I'm not too critical with this one. That's a lot of work you did and I like what I see. Just those tiny things.. they have to be dealt with.
Join Date: 06.04.2006 Comments: 2622
Thanks a ton guys. I'm glad you noticed the car paint, I put a decent amount of work into it to get just the right kind of shine and reflection for realism. Once I realized just how many lights I would need to soften the shadows and make this look realistic (no less than 128), I sort of stopped short of a full blown completetion of the scene. What's the point if I can't even render it at the quality it deserves? As mentioned, details are missing in the sidewalk, street has no yellow lines separating the lanes, there are no people walking along...living details. The building is fine but it's modelling could use some specification, like inconsistencies in brick laying, door handles, some open windows, curtains. The foliage would look at least 1000 times better with the transparency trick employed. I just don't have the juice right now so I have to scale it back. Some day if I behave I'll get myself a more powerful monster computer that can keep up with my inspiration. The transparent windows and many reflections are the reason the render is so difficult and time consuming even at this low quality.
The main thing for me was the lighting. I am testing out a way to forge a Carrara style skylight effect in Bryce by using hdri of a sun and a gradient blue sky color, along with the bryce sun to stimulate specualrity. In this case the background is lit by direct sunlight and the foreground lit only by the hdri light or skylight. This ability to render "in the shade" so to speak is very profound for me.
Also, lowering the shadow intensity from 90 to about 60 percent makes a profound difference in hdri situations, because it allows light from below, the one area ibl usually misses, to illuminate the undersides of the models. In outdoor scenes it looks almost like bouncing light. More to come!
Again, thanks for the positive feedback and suggestions.
Join Date: 05.18.2007 Comments: 130
The car just doesn't quite fit with the scene. It's so very well done and its obvious that you've worked hard. I understand your conflict with having a slower machine as well. The building is very well modeled, but the textures are too flat, too uniform. I would expect to see some dust, dirt, rust, and grime. All of this can be added in PS/PSP with good old dodging and burning, and painting on browns, reds, and greys at low opacity levels.
I think the main problem here is that Bryce's capabilities just aren't enough to fully compliment these cars.
Look at some of David's old car scenes in the Vehicles category. Sometimes one car in a dark showroom can look great. (And save render time)
Join Date: 08.07.2006 Comments: 254
Looks great! Nicely detailed. I just sold my Viper. Gas hog! You deserve a 5 for sure.