FROM THE COMMUNITY COLLECTION
Paint Job Test
First of all I should thank David for providing us with the Frosted Mirror material, which I used as a base for the Car paint. What you see is just a test to show you how this car paint material works. The "car" itself is my speed modeling only to catch the basic shape of a sports car. This way all the reflections spread as expected. For lighting, only the hdr probe (probe_backporch_FINAL.hdr) was used, nothing more lights the scene. What you see as a bright spots on the car are lights, trapped in a slightly stretched spheres, that represent my physics bulb simulator. Those lights are using a colour gradient to shine and are with ranged falloff of 10 which asures that no light will reach a given distant object (in this case the car), and the special spheres those lights are "trapped" in have glassy material with a zero refraction. This kind of null refraction distributes the light in an interesting way within the sphere (Bulb Surface) that is seen only in the car reflections (the yellow-to-white gradient), not directly. Notice how, based on the angle of view, some reflected lights look more yellow than others, though all lights are the same :) This "phenomenon" is most apparent if the car paint is black or white (and the shades of gray). On the Car render only I added a glow to the reflected lights and dof blurring in photoshop based on a depth map, nothing more. I thought this would be the finished piece, but got carried away a bit ;) and added a few extra things around the render. There are some features about this car paint (such as different options and colour usage plus my scene setup) that I explained [URL=http://core-st.hit.bg/car_paint_mat.htm]in an HTML format[/URL]. Obviously the best results gives the black colour in my opinion. The white here is an example of overbrightened nuance. It is advisable to avoid too bright and too saturated colours. If overdone with brightness you may lose some detail (if any); if overdone with saturation your car may look more like a toy. [URL=http://www.bryce5.com/details.php?image_id=3128]Here[/URL] you can download the Bryce Car Paint material and [URL=http://core-st.hit.bg/offline/sls_object.obp]Here[/URL] (right-click and Save Target As...) you can find the Specular Light Simulator or SLS as an *.obp file. Import this one via the "Create" menu in Bryce. Remember, the SLS is [i]not[/i] to lit your scenes, it is used only to reflect some bulbs if the case requires it. It's obvious from the reflected hdr probe that those lights are unmotivated. I needed them in my scenario to visually "complete" the shape of the car prop. If there's something I missed in the description, I'll be more then happy to answer questions/give explanations.

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