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Maxunderground news unavailable

creating vehicle lights - material vs. modeling
show user profile  9krausec
Hey everyone! I am just trying to figure out what the most common way for creating the inside of vehicle lights is.

My main concern at this point is the checkered patterns on the reflectors.

Modeling this is possible (and probably would give the most realistic results with the reflections), but it would be very dense and prone to many smoothing issues due to it's complexity..

So, would you try modeling this, or would you try using a displacement map?

Also, do displacement maps effect light bounces? I know they actually deform the geometry, so in theory they should, but do they?

any ideas? Cheers

Photobucket




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read 277 times
2/4/2012 1:11:53 AM (last edit: 2/4/2012 1:11:53 AM)
show user profile  Bolteon
modeling or displacement is the same as long as you have a good displacement map.

sometimes, one is easier than the other.

-Marko Mandaric



read 266 times
2/4/2012 1:54:23 AM (last edit: 2/4/2012 1:54:23 AM)
show user profile  9krausec
Alright, then I'll give that a go.. This is my first attempt at making decent headlights..

I am sort of wondering how I am going to do the texture of the side directionals. Figure something to do with a gradient ramp (all tiled tight on the horizontal axis).. Stick that into the bump.. Dunno..

Well, anyways, thanks Bolts!




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read 264 times
2/4/2012 2:02:04 AM (last edit: 2/4/2012 2:02:04 AM)
show user profile  Bolteon
you're on the right path. play and learn my friend...

-Marko Mandaric



read 254 times
2/4/2012 3:08:48 AM (last edit: 2/4/2012 3:08:48 AM)
show user profile  jareu
http://cgramp.blogspot.com.au/2010/03/3ds-max-tutorials-car-headlight.html



He who says it cannot be done is interrupting the man doing it.

read 251 times
2/4/2012 3:21:09 AM (last edit: 2/4/2012 3:21:09 AM)
show user profile  9krausec
thanks guys

@Jareu, thanks for the tut. I did it a year or so ago and it helped me with the Nova I did.




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read 245 times
2/4/2012 3:46:01 AM (last edit: 2/4/2012 3:46:01 AM)
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