Forum Archive › BC4-1810 Homework, Wilco Wilbrink
@diggndeeper @sparkes983 Thank you for your remarks. I did a re-render this morning as I still wasn’t content with it.
Here’s a comparison:
old
new
old
new
The black specles are supposed to be bits of mud. I made a little bit big, otherwise the tiling of the texture is far to obvious.
Here’s the node setup for the windshield:
node setup for glass windshield
The glass is also dependent on the lightning, so here’s the camera and lighting setup. (I used the forrest.exr that comes with blender for the hdri setup):
cams & lightning setup
@carrotnl That’s great! I appreciate that. Did you intend to leave the IOR values different for the Fresnel and Refraction?
I think your new render looks much improved and I like you old one in the first place. Nice work.
Did you intend to leave the IOR values different for the Fresnel and Refraction?
Well, you know, I completely missed that! I played with it a bit. When I set the Fresnel nodes both to 1.240 (the standard) the glass get a bit to clear for my tast in the middle, so a decided to leave the top one just the way it was, with just a bit more reflection all over the glass. 😊

@carrotnl Hey Bud, The Grime in the new render looks super cool. Great job. Thanks for posting the windshield nodes, much appreciated.Just had to change the blend mode to additive to take effect
@carrotnl This new version is much better, nice work Wilco! 😄
@carrotnl Yup. That’s why I asked, because it looked good.
Homework – Week 2 – Part 2:
And here’s the Lightning Match exercise #1. Here’s as close as could get it. My goal image has a lot of pores and creases, and mine has not. So every time I wanted to make the image brighter, like the goal image, mine would turn out to flat, so I had to dim it down a little.
The goal image I got from ArtStation and is from Dmitry Matt Yakovlev. The model I used is the head sculpt I did for the last beginners live class.
Here it is. All remarks or critiques are welcome.
Goal Image
Matching Render
@carrotnl For some reason I get a space theme feeling out of the sports car and wouldn’t say that is a bad thing. The reflections and the colors of the lights do look nice
@carrotnl The lighting match is matching but my eye doesn’t catch any blue color in the reference. There is just a hint of it on temple of your bust. At least on my screen, it can be different on yours of course.
I totally agree with the difficulties if there are more details in the reference. Makes it so much harder to figure out the lighting.
@carrotnl That dirt reads excellently, it makes me want to find a bucket and a sponge. 🙂
I re-rendered the head. Maybe this one is a little bit better:
old
new
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:



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 👍
@carrotnl Wilco och I am still at Week1 because just have seen your sticker mini tutorial now, thanks a lot for the sharing
@carrotnl Nice car. I agree with the critiques.
@theluthier Sorry for the late reply. Thanks for the remarks. I’ve been playing around with it this morning, but I didn’t have enough time to finish, but here’s what I have so far. I guess it’s to late for the grading, but I’m here to learn first of all.
I always have much trouble with overlaying textures. I can’t figure out how to layer the black and white dust layer (without transparency) over the paint layer correctly. As you see the specular pass goes much further then the actual color if the dust map. Could you have a look at my node setup? I have a feeling that I’m making it to complex.

sorry, I’m out of time. I hope you can work with this. 🙂 See you this evening.