Very nice lightning distribution. At least someone made a studio render not too dark or with burned reflexions
Wow mate you master the lighning very well, I remember that I've got difficulties with Yafray. But the glass material stills weird and probably needs more reflexion.
You say wip 50% but we can already consider it is 90%, the final result will be amazing :yummy:
I meant this example for a nice but too dark render, not enough light and contrast, and this example for a nice but burned (like a LDR digital camera does when there's too much light) reflexions, too much contrast.
Such results are probably caused by the artist's high contrast LCD display on which these renders have a balanced contrast displaying.
for the glass I think you mean the front light, it's down to lack of details behind the glass at this stage. I plan to make a true 3D lamp assembly instead of using textures, right now there's only a mirror like cone behind it, hence it's a bit strange.
Sorry "reflexion" is not the correct word I have to use; I wanted to mean the windshield material's mirror setting which is quite low. I also just noticed that the windshield hasn't thickness, so no refraction rendering (a good feature for more realism)
Btw If you have automotive standard bulb models or an effective technique to make accurate-realistic-working-like-real-life parabolic light reflectors, I would be please if you share
thickness often create weird effects in Yafray, like the transparency drops a lot, weird refraction within the material etc, i haven't figured out a clean way to do it so i usually doesn't add thickness.
and this is a rather simple outdoor scene, there's nothing to reflect in the sky, maybe it will be better after I learn to add some HDRI maps. (haven't gotten that far)
btw I wanna ask you about Indigo as well, I've read it render scenes "physically", taking no short cuts.....so is it a lot slower?
I use the "solidify selection" script to create thickness from a surface; 5mm thick for the windshield, 4mm for other windows and glass of light parts, 3mm for polycarbonate. Then I set an IOR of 1.5 for glass, 1.4 for polycarbonate. The last settings I touch are translucency and color.
I see specular white shades on the body and seat because of the lamp(s), the windshield should have some.
err... it is slower but it depends on your computer and I've never tested one scene rendered with both renderers. I can only say that the results usually worth the rendering time.