Below is wedge study for render attributes using the Arnold renderer – I decided to focus on car materials as this will help in look development for a car project I am doing. The car project will be rendered in a HDRI environment for integration with a live action plate but to make it easy to assess the shaders on their own merit, I have simulated studio lighting conditions –
Wedge study 1 – Windscreen glass
One of the materials that was challenging me a bit was the windscreen glass. To simulate different reflection and refraction properties at different grazing angles. Of particular importance is the ‘reflectance at normal’ value in the specular properties so I began changing the values by increments of 0.3 and saving swatches –
This one above is the one that feels about right to me.
What I have learned –
Given that there is a large overhead softbox light, the higher values look really burned out. However, if the value is too low, the glass is too transparent and looks fake.
A value of about .09 seems to look about right for my tastes. This may need to be reduced in a HDR environment where there are sharper things like tree branches reflecting but for now I will call that good.