Brembo Brake Caliper and Rotor
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Well, while waiting for another residential rendering I took on a brake caliper which expanded into the rotor and then some. The caliper is a Brembo A1.37.11/14 caliper and an 09.5890.31/41 rotor that they use in Formula 3000 racing.
Already started another house since then. Basically this is all basic SU free apps and "Round Edges by Bezier" for the caliper body and "Arcs to Cylinders" for the tube at the bottom. The rendering is done in Kerkythea and the rotor texture is something I found at the CG Cars website in their textures section.
It's not 100% accurate but I sure spent a great deal of time measuring using the Brembo drawing specs from their site. It's sure easier entering metric data as opposed to the fractional inputs of "Imperial Units."
Might have the rotor flopped.
SU model.
Gus
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Brilliant!
say no more....
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Thank you very much, Pete. Spent a lot of time on this and this is the second version. After looking at it for so long, you know, it gets old after a while.
Cheers.
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awesome again! keep this stuff coming.. how'd you radius all the edges? soften? subsmooth?
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Jason,
Thank you.
I used the "Round Edges by Bezier" ruby. At first I did the interior sides of the caliper to scale since the model is to scale. What I found was that it limited the radius to 5 mm for the most part and that it resulted in a lot of broken edges. Regardless that worked but I had to do a lot of manual repairing of the broken curves in place.
This is the after stage were you can see that I also worked in quarters since it's symetrical here (upper right).
Later, I discovered that increasing the model by 4X worked better with far fewer broken curves. I was able to have more flexibility with the radii sizes as well. In this image below it shows the white faces which had the broken parts. This was caused of all things by one tiny broken line and one larger broken line from the extrusion. One of those will result in poor round edges. After I cleaned up the extrusion it was able to perform a clean round edge. I also like to extend some of the work beyond the confines of related parts. I pushed everything back to were it belonged and scaled it back down by 0.25X.
The sides of course had to be two parts for the swooped portion over the name.
So scaling up helps as does cleaning up the lines from the extrusion. They have to be continuous. Welding lines also helps for this as with other SU functions.
Gus
Just in case. Here's the ruby.
http://www.crai.archi.fr/RubyLibraryDepot/Ruby/BzRoundEdge_v1.zip
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nice, as i was reading i was ready to suggest scaling it up... have had to do this alot as well and works great.... i did know about that ruby, but havent given it a shot yet.. thanks for the description.
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Wow, that rendering and model stopped me in my tracks.
Brilliant! -
Sometimes I get so involved with my stuff, I fail to check out the other posts on the gallery for a time. I apologize for missing this one earlier.
Exquisite!
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Truly amazing model! Might want to try using an HDR when you render though, would help give better reflections
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Thank you very much Eric, Terry and Remus.
Remus, I used the HDR Probe "Campus" however I did add a sun. My favorite of those is the "Uffizi" probe but that doesn't work very well with shiny metals.
Still trying to get a hang of Kerkythea. At first it wasn't that way but once I got started it seemed to get easier. Of course using it for an architectural rendering is something I'm still working on.
Gus
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already one step ahead!
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