What is Automotive CGI? Automotive CGI is the art of rendering cars in a believable manner either as full CGI scene or as backplate integration. Made by Kristian Turner Automotive Rendering in V-Ray General Overview | page 1 How to get Started? Getting started in Automotive CGI can be as simple as downloading a car model and starting with a studio setup. All that is needed is a 3d package with a capable render engine. Car Models: Free Ferrari F40 Free Lamborghini Centenario Free Nissan 380sx Made by Carlos Pecino aka ColorSponge Automotive Rendering in V-Ray General Overview | page 2 Why V-Ray over Arnold V-Ray and Arnold are both extremely capable render engines. However, Arnolds’ 3ds Max implementation is missing an interactive render view which will immensely slow down the lookdev and light setup process. Both of these engines are fully capable of creating photorealistic CGI but for this task V-Ray will be faster to work with. Automotive Rendering in V-Ray General Overview | page 3 Reference! Creating photorealistic renders requires reference, loads of it! Having a good reference setup before going into lookdev is crucial in making sure you wont be slowed down at later stages by having to search for specific reference. Sources for high quality reference: Google Advanced Image Search Caricos Paultan Going outside and taking your own reference! Automotive Rendering in V-Ray General Overview | page 4 High quality model with good flow What is flow? Flow is simply the direction of the reflections over the car body. In po lygonal models there will almost never be perfect flow but there is good and bad models. For more information read up on this article made by Ebalstudios. Automotive Rendering in V-Ray Prerequisites | page 5 HDRIs HDRI stands for High Dynamic Range Image. However, in this context it is referred to as HDRI skydome textures used for lookdev. High quality HDRIs are imperative to creating a shader that will look correct in all different kind of lighting scenarios. A good source for free HDRIs is HDRIHaven Automotive Rendering in V-Ray Prerequisites | page 6 Moodboard A Moodboard can be filled with anything from images to CG renders or even illustrations. The point of making one is to set the tone and feel of the artwork early on allowing the artist to work towards a focussed goal and also aids as inspiration for direction. Not having a moodboard will slow down the creative process and is not advisable Moodboards can also be useful when receiving feedback as it will give the viewer a concrete idea of what it is you’re trying to achieve. Made by David Drbal Made by Agnieszka Doroszewicz Automotive Rendering in V-Ray Prerequisites | page 7 Having a good eye Just like traditional artists, having a good eye is a big part of a look dev artists’ job. Being able to perceive texture, colour and fine details allows one to recreate them digitally. This can be supported by knowl edge of the material properties through research. This skill will come with time but can be sped up by critically looking at your own work and letting third parties critique it. Made by Tobias Eckerlin Automotive Rendering in V-Ray Prerequisites | page 8 Ray-tracing View Ray Shadow Ray Image Camera Light Source Scene Object Made by Gilles Tran Ray-Tracing is the rendering algorithm this document will focus on and is used by most industry standard offline rendering applications such as V-Ray, Corona and Arnold. Raytracing describes the procedure of casting rays into the scene un til it intersects with a triangle after which it recursively casts more rays such as reflection, refraction and shadow until stopped. Understanding how this algorithm works allows artists to know the limitations of the render engine they are using and when they have to “fake” specific aspects to imitate real-life. Further reading: GPU Gems Nvidia Ray Tracing Automotive Rendering in V-Ray Rendering Theory | page 9 How to set up HDRIs in V-Ray Step 3: Load your HDRI via a VrayHDRI and set the mapping type to spherical Step 1: Select Vray as your render engine Step 4: Drag the HDRI into the map slot as instance Step 2: Create a VrayLight with the type Dome Automotive Rendering in V-Ray Rendering Setup | page 10 What is ACES? ACES (Academy Color Encoding System) aims to standardize the color science used across a huge breadth of software and hardware tools, and enable projects of all types to preserve the highest level of image quality throughout the entire workflow, including production, post-pro duction, distribution/presentation, and archiving. Why should you use ACES? ACES offers a much wider colour gammut and standardizes the work flow along the pipeline. Further Info: ACES Discord Standard sRGB Blender Filmic ACES Automotive Rendering in V-Ray Rendering Setup | page 11 Where to download the ACES config file To make ACES more easily accessible, there is some prebuilt config files that require no knowledge of compiling files. The most recent version of ACES at the time of making this document (6/4/20) is 1.2, the download of the config can be found here. Standard sRGB Blender Filmic ACES Automotive Rendering in V-Ray Rendering Setup | page 12 How to set up ACES via OCIO in V-Ray texture slot in the dome light Step 3: Open your VRay IPR and Disable sRGB view transform using this button Step 1: Load in your config.ocio file into a VRayOCIO node and connect your VRayHDRI to it Step 4: Set the input Colorspace to ACES - ACEScg and the view transform to Rec. 709 Step 2: Set the input ColorSpace to Utility - Linear - sRGB and the output to ACES - ACEScg. Then connect the VRayOCIO to your Automotive Rendering in V-Ray Rendering Setup | page 13 What is Lookdev? Lookdev stands for look development and describes the process of matching the look of a shader to a real life object, this is done through a combination of texturing and shading by constantly looking at refer ence and comparing it to the shader, once happy with it in one lighting scenario, switch up the HDRI to ensure a consistent result throughout. This is where good reference comes into play. Additionally, having a good texture to work off of will in most cases lead to a better end re sult which is why I decided to link resources for textures below: Free: •Texturehaven •CC0 textures Paid: •Megascans •FriendlyShade •3D Collective Pack 01 Made by Toby Lee Automotive Rendering in V-Ray Lookdev | page 14 Why Lookdev? The reason why lookdev is a crucial step in creating photorealistic car shaders is because it allows the artist to make sure the materi al looks correct in different lighting scenarios which makes sure that once placed into the custom lighting setup it will behave properly. Made by Emil Dohne Automotive Rendering in V-Ray Lookdev | page 15 Studio Lighting Made by Emil Dohne Automotive Rendering in V-Ray Studio Lighting | page 16 Light Linking Before talking about the different types of lighting, light linking or in clude/exclude should be mentioned. When photographing cars often times photographers shoot multiple “exposures” (shots with different lights turned on with a fixed camera angle) These are then blended to gether in the post production stage where each part has to be manu ally masked out. In CGI there is light linking where one can set a light to only affect some objects like the rims, car paint etc. which in V-Ray can be found under the Options menu in the lights’ setting as an Exclude button. This feature also works with 3ds max selection sets making it easy to copy this to another light and only having to do the work once. Made by Tomasz Szczecinski Automotive Rendering in V-Ray Studio Lighting | page 17 Light setup and types 1 Setting up lighting for a studio render is all about trying to highlight the shape of the car, dont be afraid of hiding certain parts to high light others. Not everything has to be perfectly and evenly lit. There is also no one way to light a car and while a 3 point studio lighting setup might look ok in most cases it definitely isnt the end all be all. Setting up lighting is an artistic skill which one can learn by trying to recreate professionals’ lighting setups. Firstly one needs to distinguish between different types of light sourc es that may be used. Spot lights: rule) that are primarily used to get sharp highlights on the coat lay er and make the flakes pop in a metallic car paint due to its high di rectionality and intensity. See fig. 1 on what directionality is and how it affects your lights and fig. 2 on the effect of small spotlights on the car body with a metallic paint. These often break up the monotony of soft boxes but can be used in combination with these Figure 1 - Directionality of Light Sources Figure 2 - Spot lights on car body Typically small disc lights with a diameter anywhere from 1-5 cm (not a Automotive Rendering in V-Ray Studio Lighting | page 18 Light setup and types 2 Soft Boxes: Soft boxes are an array of lights that are diffused by a fabric creating a mostly even distribution of light along a surface (fig. 3). In CGI one can reproduce this by pointing a light onto a surface with a gradient map applied to it. This will result in more gradation and a more natural feel than if a light material is applied straight to the surface. See fig. 4 to see how this would be set up and fig. 5 on the rendered result. By making the target a child of the plane it will move as the softbox does. The light should only affect the softbox. Figure 3 - Softbox Figure 4 - Viewport setup Figure 5 - Rendered result Automotive Rendering in V-Ray Studio Lighting | page 19 Light setup and types 3 Streak lights: Streak lights are lights that usually run along the side of a car to ac centuate the shape and flow. In photography these are lights moved along the side of the car in a smooth line as the shutter stays open for multiple seconds which will result in a streak across the body. In CGI it is easiest to create a rectangle light and make it as long as needed to have a streak running across the whole body. A gradient can be added here as well to blend it in better Figure 6 - Streak Light Automotive Rendering in V-Ray Studio Lighting | page 20 Background/Cyclo The background of a studio render is quite simple, it is usually just a chamfered plane. One can get creative and change it up as seen in fig. 7 but generally a “simple” setup will do. The material can either be a mid grey, reflective floor or a combination of the two Credit to Toby Lee Figure 7 - out of norm studio Automotive Rendering in V-Ray Studio Lighting | page 21 Basic Metallic Carpaint 1 Metallic car paints used to be reserved to higher end vehicles but nowadays they are ubiquitous amongst all types of car models. Creating one requires a flake map which can be downloaded here (credit to Jeff Patton). The setup itself is quite simple: -Base Metallic Material -Coat Material -Falloff map acting as mix In max that would look like fig. 8. The VRayTriplanar map is for scal ing the flakes uniformly without having to worry about unwrapping the object and the VRayNormal isnt required but sometimes it wont work without. It is important that the Flakes map has its blur set to 0.01 in order for the flakes to properly appear. A common mistake is making the flakes too big, this is due to ref erence images always having some degree of blur applied to them be it motion blur or Depth of Field (DOF) which makes the flakes ap pear much bigger than they actually are. In this setup the VRayTripla nar map is set to the size of 10, all other values have not been changed and do not need to be changed in most scenarios. Figure 8 - Metallic Car Paint Setup Figure 9 - Metallic Car Paint Automotive Rendering in V-Ray Material Setup | page 22 Basic Metallic Carpaint 2 When the car paint is applied it is done in 2 coats relevant to Automo tive CGI, the base metallic coat and then the clearcoat. The base metallic coat in terms of CGI is a layer with a low diffuse val ue and a lot of specularity. The Diffuse is usually a much darker colour than the Reflect colour. To determine these values for any car paint the reflection colour should be considered first and it shows the mid tone values. Glossiness for the base layer can range from .5 to 1 but needs to be carefully lookdeveloped by matching lighting setups and comparing results. Figure 10 - Base Metallic Setup IOR is usually between 2 and 3.5 depending on how metallic the ob ject is, values above or beneath can also be considered but are not the norm. Once again lookdev will ensure the right IOR has been chosen The bump strength of the flakes is set to 5 in this example and should hover around that value. Automotive Rendering in V-Ray Material Setup | page 23 Basic Metallic Carpaint 3 The coat layer of the material is a simple material with the diffuse value set to black and reflect to white, the rest of the values stay the same. The falloff settings used can be seen in fig. 11. The Front/Side colour values should never be absolute and offset 10-15 on the RGB spec trum. This is because there is no full absorption or passthrough on the coat. The mix curve should show a convex exponential curve. The first point can be changed to a bezier curve by right clicking and setting to Bezier-Corner. Once again lookdev to reach the final curvature shape but this should give a good starting point. The VRayBlendMtl is set up as default so all that needs to be done is to drag the other materials in the appropriate slots as seen in fig. 8 Figure 11 - Falloff Settings Automotive Rendering in V-Ray Material Setup | page 24 Basic Tire Material Setting up a tire material can be quite simple, yet perfecting one can be quite the task. Fig. 12 shows how basic one can be compared to a more complex setup in fig. 13. However, with tire materials it does pay off to put in the extra effort to composite together grunge maps as it will make a noticeable difference, checking reference is crucial. For a basic setup the diffuse of the tire should be almost black with a value from 1-5 and the reflection colour a mid grey with a glossi ness value of .3-.6 depending on wear and dirtiness whereas IOR can be from 1.2-1.6. However, none of these values are absolute and you should experiment during the lookdev period. Figure 12 - Basic Tire Setup Figure 13 - Complex Tire Setup Figure 14 - Basic Tire Render Automotive Rendering in V-Ray Material Setup | page 25 Basic Carbon Fiber Carbon fiber is commonly used in high end cars and can enhance the look and accentuate the car. In its setup it is almost the same as the car paint shader except for its input maps which can be found here. The texture files used were the normal map and the mask which is plugged into the reflection channel with an opacity of 95. It connects into the blend material with coat and falloff unchanged. Figure 15 - Carbon Fiber Setup Figure 16 - Carbon Fiber Render Automotive Rendering in V-Ray Material Setup | page 26 Further Additions Further additions that can be considered are orange peel and circular scratches. However, keep in mind that these increase render time and will only be visible in closeup renders, orange peel moreso than circu lar scratches. To achieve orange peel a simple noise as bump map to the coat will suffice, scale and strength of which is paint specific. For circular scratches a texture map found here, plugged into the bump of the coat via triplanar will work. Figure 17 - Circular Scratches Figure 18 - Orange Peel Automotive Rendering in V-Ray Material Setup | page 27 Grading & Retouching Retouching and Grading should play a crucial part before publishing your render. Retouching can fix issues that were either unfixable in render or not viable time wise. It can also help implement elements such as fog, glare etc. in a timely manner. Grading describes the practice of altering the colours to set a specific mood. Generally speaking one can either cool or warm the image de pending on the shot. Figure 19 - Raw Render wv Breakdown of all different passes of fig. 21 Figure 20 - Final Render Figure 21 - Porsche 911 GT2RS Example Automotive Rendering in V-Ray Grading | page 28 How to While there is no definitive how to on grading there is certain ways of doing it. The way I usually start is by changing the temperature and then adjusting as required. To find out what is required the best way to learn is through watching photographers’ breakdowns. A great re source is Moe Zainal, this one specifically. Just like lookdev this skill takes time to perfect but will pay off greatly when presenting the ren ders on your portfolio. RAW Renders to practice on By Moe Zainal Automotive Rendering in V-Ray Grading | page 29 Closing Words This PDF was created to give back to the community and teach the fundamentals of Automotive CGI. I hope this document helps everyone improve as artists and grow. If any questions arise I’d be more than glad to answer them, you can contact me via email: emildohne@gmail.com Emil Dohne Automotive Rendering in V-Ray Closing Words | page 30