Garden of Lights
by Bernardo Arroyo, Mexico


The car has a simple texture, but I used a layered material to have more detail, the blend amount of the materials is controlled by a black and white dirt texture.


Using this layered shader technique I added some puddles to the ground, in this image you can check some of the textures in the scene and the map for the shining areas in the car and the mask I painted for the ground:


Lighting - There are many lights in the scene, and I had to carefully control the decay of them to get the amount of lighting that I needed to get the night effect. By far to most important light is the one over the tree, it is a very strong spotlight and the decay starts at the middle of the tree and ends just a little bit after the ground.

There is also a very soft skylight with a dark blue colour, and an area light with a bright blue with a low intensity to simulate some moonlight.



The Final render was made in Vray, and it takes around 45 minutes to render a 1300x800 pixels image. I used the irradiance map as the GI engine with the medium quality preset, no secondary bounces, linear multiply for the colour mapping and the VrayLanczos filter for the antialiasing.

PostWork - Another important step, when I started doing 3d I had enough time to play with the rendering engine and lighting until I got the result I wanted, but now I learned that after rendering anything I must go to Photoshop to check how much I can improve the image without having to re-render thousands of times.

Here is the render straight from Vray:



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