Really nice work this week @carrotnl. Love the mud / grime layer you added to the car shader and the headlights! I too like the iron-man-esque color scheme. Very cool to see your progression. A couple things knock the render down a bit though:
- The ground texture is too flat and too tiled. It immediately conveys a “this is CG” visual.
- Global grime coverage. While the grime does look believable in pattern, the uniform coverage over the whole vehicle makes less sense. Isolating it exactly where you want is difficult to do procedurally (without UVS), but one step in the right direction would be to isolate only the bottom portion of your vehicle (closest to the road) with a node setup like this:

- There’s some questionable hash shadow lines encircling your vehicle. They don’t make sense to me and I’m not sure how they’re being formed, but it’s disconnecting me from the render a little bit:


Overall it’s still very good work: A B+ from me.
As for the light match I only have one note. You’ve done a good job with light position and overall aesthetic of the source image. But the light intensity gradient is stronger with the source:

This one is a B+ also. Nice job this week, Wilco 👍