All posts relating to Maxwell Render 1.x
User avatar
By fuso
#42182
Hi everyone! I heard rumors that there will be a car paint shader at some piont... I've got this beautyful model of the feature car Audi RSQ and it would be great to give it a go with something different than metal or plastic
for the car body. Apart from that I'm really happy with the new beta release...
It really does it for me. Great work NL team!!!

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User avatar
By andronikos916
#42212
My current recommendation to you is to keep playing with plastic materials and adjust UV roughtness. Also a small amount of noise bump will help.

In reality car paint in not a sigle layer material...

nice car! :D AUDI ROCKS!

cy,
Andron
User avatar
By andronikos916
#42214
Also I love your Grey looking car!

An advice if I may: ...maybe if you extrude a bit the audi logo?

:D
Andronikos
User avatar
By fuso
#42216
thanks guys....

Andronikos, the logo is actually an extrusion but is supposed to be slightly
sunk into the surface which requires a boolean operation with the car
body. I'll try to get that right... :wink:
By DavidR
#42428
Very cool car. The windshield looks a bit wonky, though; it looks like it has a slight dent in it. Also, and you may not agree, I think the wheel honeycomb is out of character with the rest of the car. I'd try a treatment that mimics the grill vertical lines, or almost vertical anyway.
By daros
#42457
Hi,
This is my metallic car paint test. The model is a bit simple.
I modeled the metallic surface and then the transparent paint surface as a 1 mm thick object using the smoothshift function in Lw. The transaparent paint object has opposite normal direction. the inner transparent paint object surface has an 0.2 mm offset distance from the metallic object.
It works... rendering is much slower.
Rendered on RemoteMatador in 5 minutes using Maxwell 1.33.

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David Rossmann

www.arkadin.biz
User avatar
By tom
#42458
Nice technique, David!
By daros
#42472
this one is with the stupid car.
low samples to much work...

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David Rossmann

www.arkadin.biz
By daros
#42479
Hi Micha,
To export from rhino you need rhino version 3 sc3c.
It's not a ML problem but a Rhino one.
Previews version of rhino 3 has many exportation errors to all formats.

Then if you have version 3 sc3c of Rhino isolate each of your layers and give them a "name" in the object properties panel of rhino. This name will be the surface name or material name inside ML.
Export the object in LWO format and take care to use the advanced mesh parameters playing with the minimum mesh size en the degree factor. Set the aspect ratio to 12 or 16. This only to have a optimized geometry without milllions of polygons.
Tell me if you have more problems.
User avatar
By fuso
#42535
Maximus, just to clear up that one thing. I never said I've modelled the car. In an ealier post of a few renders of it i said I purchased the model
exactly from that site.

I only 'repaired' a few things and re-modelled the rear and front lights and
did the render setup+materials. I guess I should have said that more clearly...

Cheers
User avatar
By fuso
#42536
... and sorry daros, thanks for your reply and the inspiriation. I'll give it a go!
User avatar
By 3dtrialpractice
#42821
daros wrote: I modeled the metallic surface and then the transparent paint surface as a 1 mm thick object using the smoothshift function in Lw. The transaparent paint object has opposite normal direction. the inner transparent paint object surface has an 0.2 mm offset distance from the metallic object.
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David Rossmann
David, Im not sure I'm Implementing your technique correctly.
Ive tried 2 approaches, on with a base shader as a metal silver/aluim
and the second with a base of a red plastic

Ive duplicated the geometry twice, and I have tried different combos of normals facing directin, first i set it up that the innewr paint geometry (dielectic wtih no absobtion and a ndd value of 1 and a abbe of 180)
Ive set it up that the inner nomarl point away from the geometry and the outer pain points revers towards the geometry and then ive flipped that so the out paint points away and the inner points towards,

Unfortyunatly with the renders it does not matter, whichever case my renders only get darker and darker, tried with physcial sky and with emmiters (just in case physical sky still had bug with dialectics)

as you can see the preview window shows plenty of the Red plastic color coming throuhg, but in the render there is just a slight red noise on the object, and this red prettymuch gets darker as the render progresses, also the intensity of the spc fromt he emmiters also gets darker...

could you post a wire of your setup or a simple diagram with the geo and their normals and dialectic setting (im guessing your used dielectic for the two "clear paint" geometry surfaces.

any help or further explinion would be wonderful, yuour renders look great, even thought the render time goes up.

-Luke

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By daros
#43667
Hi 3dtrialpractice,
hmmm.... i do the renderings with alpha 1.33... with beta i experienced similar problems as yours. In alpha i reached the result with the first test.
This is a scheme of my model:
The metalic paint triplicates the geometry of the car body. it is possible that without the inner surface of the transparent paint object you obtain almost the same result.
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Next week i will try to do the same with beta.

here are more renderings at higher quality with the same model..
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David Rossmann
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