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Toyota GT86 renders in Maya / Mental Ray

Above : Rendered with original shaders (most of which were Phongs).
Other than the glossy look, shaders are also too bright... (as they are not being Gamma Corrected at this stage)
So, majority of shaders were replaced with MI shaders... as initial re-work.
 
Model had a lot of geometry 'render overides' on, so initially, reflections / surfaces were not showing in renders...
Above : MI Car Paint Phen X Passes shader - no reflections (even though shader is using default settings)
Above : MI Car Metallic Paint X Passes shader - again, no reflections (even though shader is using default settings)
Above : MIA Material X Passes shader
Looking much better - notice how there are no reflections in floor though... this is down to settings on the car mesh geometry, not the floor shader.
Above: Rendered using MI shaders...
Car body using a MIA Material X Passes Shader to capture some of those reflections...
 
Key issues were getting right sort of surface finish for glossy paint (I have assumed non-metallic here), tyres, moulded parts, headlight details and alloys...
 
The model featured a lot of surfaces that had display properties disabled (so in some cases, the surfaces did not show in either refracted area (eg interior headlight details) or reflections (such as car body on the ground).
Above: Maya by default did not saved Colour Managed image, so original render (preceding one) was too dark (with incorrect gamma correction).
 
Directly above shows 'colour managed' output.
 
Headlights are getting there, but the actual mesh is missing some surfaces, which aren;t giving correct look just yet...
Above : Front Three Quarter
Rendered in Maya 2014 (as opposed to 2013). This was first test trying out the defined render time settings, where Maya tries to render within a time allowance - in this case 60 minutes....
 
Note front seat also 'visible' now too (only only was visible in refractions before)
Above : Side render
 
Tyre sidewwall could do with some graphics, but specularisty is getting there...
 
All colours incidentally are being Gamma Corrected inside the shader, but above image has not got colour management saved within file (see one below for comparision)...
 
Note that the front wing is not being reflected in the factory floor (due to geometry settings in the Render Stats area).
Above : Colour Managed Side render
Showing pretty good materials  for disc brakes (which have been faithfully modelled, with vents etc).
Above : Rear three quarter
The lower fog light and reversing lights are little disappointing at this stage, lacking both 'transparency' and the reflectivity I'd expect
Above : Gamma Corrected / Colour Managed Image.
Note reflection in factory floor of front wing has also been fixed...
Above : Maya 2014 render (60 minute time limit)
Note rear reversing lights / white reflectors near rear fog light has been fixed now (another 'visible in refractions' issue)
Above : Rear Elevation
As above - fog light (triangular light, lower centre) not quite there yet...
Main tail light cluster looking Ok though... took a while to find right combination of shaders to give the right type of rendered result....
 
Above : Rear render
Maya 2014 render (upto 60 mins)
Toyota GT86 renders in Maya / Mental Ray
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Toyota GT86 renders in Maya / Mental Ray

Rendering of Toyota GT86 inside a car manufacturers production area. Computer model has had new shaders applied (WiP) and has been setup inside Read More

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