Flamingo nXt

easy rendering for Rhino in Windows



this three examples for my flamingo test :

but before :

the system to place element (light, environnement,etc) is not very easy :

where is my object in circle ? that represents the point? that represents the line? I have not found an explanation for the moment so if there is a tutorial that explains the subtleties ....


for example : use P2 5300 with 4Ga Ram and Nvidia G210 512Mo. Each image was limited to 2H00 to process for image at 2360 x 1545 pixels...

first settings : material white paintcar, studio setting, HDR sky : Studio A, groundplane with texture no aditional light, no postraitment :


second settings : material white paintcar, exterior setting, HDR sky : beach, groundplane with texture, sunlight activate to Paris at 14p.m, no aditional light, no postraitment :


three settings : material white paintcar, studio setting, HDR studioA, groundplane with material whitecarpaint, 1 rectangular light 100W, no postraitment :

some things do not go and criticisms for improving the reports are welcome ...
I'm not sure that going through the pre SETTINGS studio are a good thing when you want to do auto body made ​​the additionnal lights tend to create shadows and hard to burn the image to the strongest reflections ... .


thanks for answers

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The HDRI you use is very important. I like to use the following two HDRI files.  They have good contrast:






They have areas of intense brightness. When orienting the HDR you can place the areas of high brightness on the other side of the car.  For instance, the windows in the airport HDR are the brightest spot.  Rotate the HDRI so the windows are on the far side of the car.  Then they windows will reflect in the paint.


Normally I do not use other lights.  Using a small amount of burn is important.


What settings are you using for Glass.  I like to use standard glass with an IOR set at 1.65. 


Here are the models I have experimented with:



in use your hdr but for position is not easy....1H00 to render. for glass using reflective glass with 1.7

have you tried using rectangular lights? big rectangular planes on top of the car. and black environment, no Sky, and make objects reflect the environment instead of the sky.?


video about reflecting environment instead of sky




Test in path tracer but ut's too longer 200pass and 9h00 to render this :

and more it's not possible to register image now???!!!.... not cool for testing.

thank for your video. and yes I test a new image with black background... in render, i see more contrast....

test with backgroung black and new groundplane, but not artificial light with hdrisky. The quality of hdri is effectivly more important

Here is are a couple diagrams that might make HDIR placement easier to understand.  


There is a thumbnail of the HDRI with a red dot in it.  There is also a compass with a red dot in it. 


The compass represents the direction of the HDRI in the top view.  The red dot represents the center of the HDRI.  By default it is along the Y axis in the Top view. Opposite the red dot on the compass is a white line form the center.  This represents the seam of the image as it wraps around the scene. In the image below I am showing the compass with the HDRI stretched around it. This is how the HDRI would look if unrolled from the top view.  You can see the large light is coming from the left of the view and the smaller light is coming from the upper right.


If you rotate the compass.  The Red dot will reference the direction of the HDRI in the Top view.  For instance if I rotate the compass 138 degrees, I get this result.  You can see the HDRI rotated with the red dot.  You can see the largest light is now coming from the upper right of the view and the smaller light comes from the bottom of the top view.


Is this helpful. or more confusing?

yes very good and easy explain, thank. Now I know the importance of HDRI, I work on the background positioning with hdri to incorporate object in photo scene .... Apparently the bump is not working ???....
this car has a real body paint (manufacturer references) consists of
a color base with reflective sequins and a gel coating. the rendered result is slightly brown than reality.

3H to render this. 2360 x 1550 pixels. on P2 5300 with 4Ga Ram and Nvidia G210 512Mo

i ask me what method is more fast to render :

a car paint is a mixture

- a color diffuse as base of paint

- flake :generally it's metal particules at suspension in paint. it's them who reflect the environment like mirror

             *color (generally white)

             *density (0.1 to 10)

             *repartition (random or directed (x, y, z))

             *reflexion (0.1 to 10)

             *refraction (0.1 to 10)

             *specular (or degree of transparency / color diffuse)

- A gel coat : it's him which the effect the effect can be obtained with the mixing angle

                     *color diffuse





                     *thickness or number of layers

to define my car paint I test one with sand texture algorythm and a second with shader texture

if you are a best method I take it




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