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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 03 8:59 am)



Subject: Car paint - a challenge


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MungoPark ( ) posted Tue, 11 January 2005 at 5:32 AM · edited Tue, 03 December 2024 at 7:23 AM

Attached Link: http://www.3dfuturebits.org/index.php?name=PNphpBB2&file=viewtopic&p=1174

After I have fooled around with it in the material room and I did not get anywhere close to it, I am asking for help or ideas. Can something like this be done in the Poser material room? (see link) Car paint is difficult - ral car paint not just a color with glossines and reflection. Thre seem to be two approachers in the literature on the net. One is modelling a two layer paint and the other can be seen at the link. Thanx in advance for hints.


MungoPark ( ) posted Tue, 11 January 2005 at 6:01 AM

Attached Link: http://www.xsibase.com/forum/index.php?board=12;action=display;threadid=16310;prev_next=next

This is another link to car shader showing the second approach with two tone colors.


stewer ( ) posted Tue, 11 January 2005 at 6:36 AM

The first one ceratinly is possible, I can post an example later today. I can't say much about the second one yet, as I'm not very fluent in XSI, and it looks like the screentshots document only parts of it. I'm not sure if XSI EXP will load the shader that's posted. Anyone wanna give me $499 for XSI Foundation? (You will get a P5 car paint shader in return)


MungoPark ( ) posted Tue, 11 January 2005 at 7:02 AM

Unfortunately I dont have the bucks - but the second one seems to be a modified toon shader


cherokee69 ( ) posted Tue, 11 January 2005 at 7:24 AM

..


stewer ( ) posted Tue, 11 January 2005 at 12:01 PM

file_167337.jpg

First draft in P5, needs maybe some more parameter tweaking. I'll be leaving the house now for an hour or two, so consider this a teaser ;)


Robo2010 ( ) posted Tue, 11 January 2005 at 1:25 PM

Wow!!..


stewer ( ) posted Tue, 11 January 2005 at 2:16 PM

file_167338.jpg

I ditched the car model, went for something more organic. I don't have any decent vehicles in my tiny runtime.


stewer ( ) posted Tue, 11 January 2005 at 2:19 PM

file_167340.jpg

Quick gamma adjustment in Photoshop for a brigher look on this Windows computer (may be washed out if you're on a Mac). Note that the car image above had a white plane above it, like in the Maya tutorial (very popular trick for car images). This image has a HDRI environment map (*real* HDRI, that is - stay tuned for some material room magic ;)


stewer ( ) posted Tue, 11 January 2005 at 3:02 PM

file_167342.jpg

Here's how the white plane trick works: Take the square prop and scale and translate it like in this image. Then set its diffuse and specular color to black, set its ambient color to white and ambient value to 1.


stewer ( ) posted Tue, 11 January 2005 at 3:05 PM

file_167343.jpg

A reflective material will now, assuming you have enabled raytracing, have this nice reflection.

Note that you could do the same with an environment map - in fact, the environment map would render faster because it doesn't require raytracing :)


raven ( ) posted Tue, 11 January 2005 at 3:40 PM

file_167344.jpg

Here's a Z3 with a slightly modified version of the metallic paint material from the freebie P5 shaders by Ajax.



stewer ( ) posted Tue, 11 January 2005 at 3:47 PM

file_167345.jpg

Now how to have HDRI maps in P5: The trick is to decompose it to LDRI maps in HDRShop and recombine them in the material room. In this case, I exported to 8bit TIFF files from HDRShop, one at an exposure of +2 apertures, one at -6 apertures. The multiplication factor of 2^8 = 256 (8 aperture steps difference) brings the maps back to their original brightness.


raven ( ) posted Tue, 11 January 2005 at 3:54 PM

stewer, would you apply that to a sphere that encloses the scene, and if so would you still need to use lights (which hdri images normally produce)?



stewer ( ) posted Tue, 11 January 2005 at 3:57 PM

file_167346.jpg

Finally, my P5 version of that Maya shader.


raven ( ) posted Tue, 11 January 2005 at 3:59 PM

That's a nice looking paint!



stewer ( ) posted Tue, 11 January 2005 at 4:05 PM

stewer, would you apply that to a sphere that encloses the scene, and if so would you still need to use lights (which hdri images normally produce)? The HDRI map here is used for reflection, not illumination. It's a popular confusion, 99% of the time when someone says "HDRI" he/she really means image based lighting. Not here - here HDRI is just that - a high dynamic range image. So, you use this just like you would use a reglar environment map.


stewer ( ) posted Tue, 11 January 2005 at 4:07 PM

file_167348.jpg

And here's the shader from above, using the HDRI reflection map from above. Two infinite lights, the key light casting shadows.


raven ( ) posted Tue, 11 January 2005 at 4:14 PM · edited Tue, 11 January 2005 at 4:19 PM

Right, I see. Is it that HDRI set-up that is connected to the reflect node in your paint shader material, or is that just a regular environment map connected?
Sorry for all the questions, but inquiring minds want to know! :) Cheers. It seems you answered while I was writing! :) Very good effect indeed.

Message edited on: 01/11/2005 16:19



stewer ( ) posted Tue, 11 January 2005 at 4:18 PM

It's the HDRI setup from above - it would have been very confusing to have it all in one 2000 pixel screenshot (Where's my 23" display when I need it?). Stefan


Robo2010 ( ) posted Tue, 11 January 2005 at 5:01 PM · edited Tue, 11 January 2005 at 5:01 PM

On the reflect nod. What is connected to that? I have a few vehicles I like to try this on.

Message edited on: 01/11/2005 17:01


stewer ( ) posted Tue, 11 January 2005 at 5:08 PM

See two posts above ;) If you want to use an environment map, plug it in the reflect node. If not, just leave it empty and set it to the background color as usual.


Robo2010 ( ) posted Tue, 11 January 2005 at 5:14 PM

K..I have a environment image, will use. Wonder about a metallic color?


richardson ( ) posted Tue, 11 January 2005 at 5:47 PM

Happy rendering is in my near future...! Eye reflects, clothing... WATER! I'm so out of here_____________________> Thanks, stewer!


Connatic ( ) posted Tue, 11 January 2005 at 6:50 PM

stewer, I wonder what your hdri shaders would look like connected to the Specular channel instead of Reflection? I get good results using reflections on the specular, at least for a non-metallic, non-candy colored paintjob.


Robo2010 ( ) posted Tue, 11 January 2005 at 9:20 PM

Now, I am doing the paint job nods. But having problems with Decals.


MungoPark ( ) posted Wed, 12 January 2005 at 12:13 AM

Thanx Stewer - thats great, I will play next week with it - now I will be away for some time - I will then post my results.


MungoPark ( ) posted Mon, 17 January 2005 at 11:07 AM

file_167349.jpg

Heres a humble try - nothing special - it works - again thanx stewer


MungoPark ( ) posted Mon, 17 January 2005 at 11:52 AM

file_167350.jpg

another try


sudi ( ) posted Tue, 18 January 2005 at 4:16 PM

Try search in www.3dkingdom.com tutorial for max but close with stewer explanation


Acadia ( ) posted Thu, 26 January 2006 at 10:44 PM

I saw someone asking how to make a car shiney the other day, maybe this thread will help.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Acadia ( ) posted Thu, 09 February 2006 at 4:17 AM

.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



pjanak ( ) posted Sun, 28 March 2010 at 5:31 PM

these paint jobs are cool


SamTherapy ( ) posted Sun, 28 March 2010 at 7:03 PM

Wow, a real blast from the past. 

Coppula eam se non posit acceptera jocularum.

My Store

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pjanak ( ) posted Sun, 28 March 2010 at 9:17 PM · edited Sun, 28 March 2010 at 9:19 PM

file_450308.png

Here's a low res render. I'm using indirect lighting here. I guess I need to use shadows. as it was supposed to be darker under the car


samhal ( ) posted Mon, 29 March 2010 at 6:57 PM

Pretty cool! Reminds me of something I did a while ago as well...altho I think the paint shader posted here is better than the one I used.

http://www.renderosity.com/mod/gallery/index.php?image_id=2002813&user_id=212286&np&np

i7 6800 (6 core/12 thread), 24 GB RAM, 1 gtx 1080 ti (8GB Vram) + 1 Titan X (12GB Vram), PP11, Octane/Poser plugin, and a partridge in a pear tree.

Oh, and a wiener dog!


pjanak ( ) posted Mon, 29 March 2010 at 7:54 PM · edited Mon, 29 March 2010 at 7:57 PM

Quote - Pretty cool! Reminds me of something I did a while ago as well...altho I think the paint shader posted here is better than the one I used.

http://www.renderosity.com/mod/gallery/index.php?image_id=2002813&user_id=212286&np&np

Looks great. So let me ask you. Did you use shadows? I mean when using ambient occlusion, it has a way of making what appears to be shadowing.  IDL seems not to this pic is IDL with shadows off. I had forgotten to tuen them on so unfortunately, its too bright under the car. Hey is the resolution setting in P8 working now? I still get major jaggies at 3000x2500pixels render size. It so happens that my render of the above image craps out before it finishes at that large size. It render all except for the lower third of the image. the above also was not supposed to be low res upon completion. That sinple image actually took about 2 hours. I presume because of all the reflections.


samhal ( ) posted Mon, 29 March 2010 at 8:28 PM

Quote - > Quote - Pretty cool! Reminds me of something I did a while ago as well...altho I think the paint shader posted here is better than the one I used.

http://www.renderosity.com/mod/gallery/index.php?image_id=2002813&user_id=212286&np&np

Looks great. So let me ask you. Did you use shadows? I mean when using ambient occlusion, it has a way of making what appears to be shadowing.  IDL seems not to this pic is IDL with shadows off. I had forgotten to tuen them on so unfortunately, its too bright under the car. Hey is the resolution setting in P8 working now? I still get major jaggies at 3000x2500pixels render size. It so happens that my render of the above image craps out before it finishes at that large size. It render all except for the lower third of the image. the above also was not supposed to be low res upon completion. That sinple image actually took about 2 hours. I presume because of all the reflections.

Thanks! The whole scene was wrapped inside BBs environment sphere and I used one point light to get the major shadows and simply let IDL do what AO would normally do. I don't remember how long that took to render, but reflections definitely slows things down a bit (depending on how many bounces you choose).

i7 6800 (6 core/12 thread), 24 GB RAM, 1 gtx 1080 ti (8GB Vram) + 1 Titan X (12GB Vram), PP11, Octane/Poser plugin, and a partridge in a pear tree.

Oh, and a wiener dog!


grichter ( ) posted Mon, 29 March 2010 at 10:39 PM

Quote - Wow, a real blast from the past. 

Go back one page. Stewer comments that he is using Poser 5 in one of the examples at the time.

Gary

"Those who lose themselves in a passion lose less than those who lose their passion"


pjanak ( ) posted Mon, 29 March 2010 at 11:23 PM

file_450360.jpg

Crap. I just tried another render. This time I reduced the dimmension by a 1000 pixels and I reduced the reflection quality from 0.3 to 0.2(back to default). And the dang render still stops when there is only a lower 3 or 1/2 left to render . I've got a duo core. The processes  has been set to 4 as is suggested by various in the know sources. Plus I've got 3gig of memory and plenty hard disk space. I think I'll delete the Poser.ini(not permanently file to see if that does anything. It may just be that I am maxing out the available ram and its causing Poser to crap out.

Stewer is also using reflection maps if I recall. My render is pure reflections. But man the render times are long when also using IDL and hair room hair. Try 6 hours just for the the IDL calculations and then another 4 hours or so to render.

I don't think the resolution settings have been fixed. As I just rendered at 600pixel an inch and I still have got jaggies.


bagginsbill ( ) posted Tue, 30 March 2010 at 12:06 AM · edited Tue, 30 March 2010 at 12:06 AM

Pixels per inch doesn't affect anything at all. It's a number stored in the image so that if you simply drag it onto a printer icon, it prints at a known size.

To control Jaggies you use the Pixel Samples setting in render settings, and also you can tweak how it will combine samples with the post filter options.

For real smooth edges, try Pixel Samples = 6, and use a Sinc post filter, size = 3.

As for your slow/dead renderer, you probably want to learn to optimize the render settings a bit.

I assume you were just using the standard render settings dialog, not the advanced one provided by Dimension3D? All of us who are serious about control use D3D's Render Firefly dialog. It's in menu Scripts/Partners/Dimension3D/Render Firefly.

One problem with the Python API that it relies on is that enabling IDL doesn't work. You first have to turn on IDL in the normal render settings dialog. Then you can tweak with the D3D dialog.

On the left side of the D3d dialog, try setting:

Bucket Size=16
Number of Threads=2
Pixel Samples=6
Shading Rate = 1

On the right side of the D3D dialog, try these settings:

Enable Raytracing: yes
first Bounces = 1
first Irradiance Cache = doesn't matter  - has no effect with IDL - this is for AO
Irradiance Sample Size = 10
Intensity = 1
second Bounces=4
Samples=200
second Irradiance Cache = 30

  • Filter -
    Sinc 3

Let us know with these settings - does it go faster? Does it finish?


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Tue, 30 March 2010 at 12:13 AM

I did some quite extensive demos of how the various parameters impact jaggies and detail in shaders and geometry in this thread:

http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3559830&ebot_calc_page#message_3559830

Have a look.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


procrustes ( ) posted Wed, 31 March 2010 at 6:47 AM

 Nice blue - can you post a screen shot of the shader ?


pjanak ( ) posted Thu, 01 April 2010 at 9:33 PM · edited Thu, 01 April 2010 at 9:46 PM

Hey Bagginsbill. Your suggestions work great. But also I think I found the culprit for the crapped out renders. I never set it this way. At least knowingly. But the dimensions had been set to render  something like 91 inches wide. Here is a new render. The color has been changed to pink at the suggestion of my step daughter. The light color exposes what appear too be errors in the model. Down by her right kneww the lower panel of the car appears to be out of shape.. I'll dump the reflections to se if its still there.  The strips on the hood seems to have revealed imperfections in the geometry as well.  The final error was that I used too high a number on displacement for the tire tread. Resulting in a way to big trid that appears to be cutting into the left quater panel. It has been gamma corrected. But only by an untrained eye. This is rendered using IDL. The previous renders also used IBL without occlusion.


pjanak ( ) posted Thu, 01 April 2010 at 10:02 PM

Hey Baggins.  Your settings worked just fine. Fast too.   I found the real culprit for the crapped out renders though. Somehow Poser was set to render an image 91 inches wide or there 'bouts. I'd post another image but despite successfully uploading an image before. I keep getting a message from the forum that my image exceeds the file size limit.  I have to go look to see where that is explained.  Then I'll past the image.
Pete


pjanak ( ) posted Thu, 01 April 2010 at 10:06 PM

Quote -  Nice blue - can you post a screen shot of the shader ?

All I did was copy stewers settings on the previous page. Except my attempt is using actual reflections instead of reflection maps. And I just chose a random blue with the color picker.

Pete


bagginsbill ( ) posted Fri, 02 April 2010 at 8:43 AM · edited Fri, 02 April 2010 at 8:44 AM

Pjanak - sorry you've run into the forum 200KB limit.

I usually upload images under 1000 pixels long, saved from Poser at 90% JPEG and they are usually less than 200K. Sometimes I have to save from Poser at 75% JPEG quality and they fit.

Failing that, I bring them into Photoshop which has a superior JPG exporter, but you only get to use that if you do File/Save for Web. If you use File/Save As it uses a different, inferior JPEG exporter.

Anyway, using File/Save For Web, select JPG and adjust quality. The resulting size is shown in the preview, as well as what it will look like. If you find that the image ends up looking really bad (because you have to drop to 40% quality, for example), then I would suggest you back out of the export and reduce the image size first.

Images with lots of "texture detail" in them will require more bytes for the same image size than other images that have large smooth gradients. An image full of leaves and shrubbery always takes more space than one clear sky.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Fri, 02 April 2010 at 8:46 AM

Also, www.tinypic.com is a place that will let you upload pretty large images (up to 1600 pixels long, and no stated limit of bytes) and show them here. You don't need an account at all. It's pretty easy. You upload your image. It gives you a URL. You paste the URL here or embed the image via the URL.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


pjanak ( ) posted Fri, 02 April 2010 at 4:16 PM · edited Fri, 02 April 2010 at 4:18 PM

file_450568.jpg

Here is that image. complete with the imperfections and changes I mentioned in my previous posts.


bagginsbill ( ) posted Fri, 02 April 2010 at 5:01 PM

Wow - doesn't that look great! Nice job. The lighting is great. Love the color. It's so different!


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


pjanak ( ) posted Sat, 03 April 2010 at 7:50 AM

Thanks Bagginsbill. The pink was originally a much hotter pink. Closer to the realm of "day glo" But when printed the pink was majorly over saturated to the point of leaning closer to the edge of a redish purple. So I just posted work in Photoshop and selectively reduced the magenta. Pink has never been my favorite color. But I would love to have that '68 Nova in that color. To simulate tree leaf shadows from over head I just added a clouds node to the color of the light.

Is it my imagination or does IDL wipe out specularity just as IBL does? The girls boots should be a bit shiny. I guess I could add a really weak reflectiveness to the boots

The car is from  Adr Speedworks. And the womans clothes I suddenly forget who made them.
Pete


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