Ferrari F2004
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@panixia : Amazing work and workflow. Thank you very much for sharing.
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Wow, super impressive modelling job.
Looks like it handles okay on the track in Unity too?
Nice work! -
@sjs66 said:
Wow, super impressive modelling job.
Looks like it handles okay on the track in Unity too?
Nice work!Thank you so much.
Yeah, it performs very well on the Eau Rouge - Raidillon section..
Someday I'll manage to find the time to complete that animation!
I would like to recreate some other iconic section..
I was thinking about Tunnel In Montecarlo (but could be hard to find a proper camera car for timing/audio), Parabolica In Monza, maybe Rivazza 1/2 in Imola or peraphs Bico De Pato in Interlagos.. not sure.. -
P panixia referenced this topic on
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said in Ferrari F2004:
I posted some still renders at this link.
Unfortunately my Facebook profile is down due to a false positive for "Advertisement Cybersecurity" (never did a single "Ad" in my life, but.. yeah).
While I wait to see if eventually
their stupid AI bottheir "assistance team" will restore it, I'll repost the original renders here.







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Nice! What tool did you use to create these renders?
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@pixelcruncher said in Ferrari F2004:
Nice! What tool did you use to create these renders?
Vray GPU 4.3.1 (in 3dsMax).
Max was used also to model the water puddle and the water droplets in the 1st image (about 3.5 millions vertices) and the heatwawe volume (really lowpoly just to hold the refractive material) in the 5ft and 6th image.
Everything else was done in Sketchup. -
Love the heat haze!
Flashback to Schuey giving Barichello the win at Indianapolis
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@Rich-O-Brien said in Ferrari F2004:
Love the heat haze!
It's actually pretty simple and nearly physically based.
After quite a lot of overcomplicated experiments, I came up with something really simple and actually pretty effective that renders super-fast and works at every viewing angle with zero postproduction needed.This is the final version.
I made a smooth lowpoly volume for the wawe and linked it to the main car rig (which is actually animated in order to get physically accurate motion blur and panning effect).The base material is just "clean air"
- no diffuse/albedo
- no specular reflection
- no normal/bump/displacement whatsoever
- fully refractive
- base IOR = 1
You'd say: "Nice, a useless material which basically does nothing applyed to a useless mesh which is basically invisible".
But then there's the crucial trick.
- I plugged a map in the IOR slot of the material with a multiplier of 3.
Basically the map acts as a mask telling Vray: "When the pixel is full white display IOR 3 (heavy distortion), when the pixel in the mask is full black, fallback to the base material IOR (which, as we said, is 1 so 0 distortion), if it's some grey interpolate accordingly between the two" - the map itself is a composite map (blended in overlay mode to keep the dark part and the light part, while applying a bit of contrast)
- the main turbulence effect blended in the composite IOR map is some kinda procedural fractal/turbulence noise (greyscale)
- the second map blended in is another procedural map with some "custom inverted fresnel law". Basically a view-based fall-off driven by a linear curve graph which interpolates between white when camera rays are perpendicular to the suface of the wawe mesh, while gradually fades toward black when camera rays hit the mesh at increasing angle. This actually gives the smooth transition at the edge of the wawe object at any viewing angle (without it, the thing would look as a slab of unreflective frosted glass or something like that)

@Rich-O-Brien said in Ferrari F2004:
Flashback to Schuey giving Barichello the win at Indianapolis
Actually that one was two years before, but yeah, definitely that render was meant as a tribute to that legendary shot... of course you nailed it, as opposed to an architect on the Italian SketchUp community who said, when I originally shared the renderings: "Nice, but you absolutely need to remove that brick material thing which is ugly, out of context, doesn't make sense and completely ruins the shot"

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Clever technique for the heat haze. The micro scratches are a nice touch too. Lifts the realism level.
I hope we get to see Schuey in public soon. The GOAT
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