Tag Archives: wedge

Wedge Study 3 – Headlight colour temperature

Headlight Colour

At some point in my car project, I am going to want to ‘turn on’ the headlights and create a volumetric look as though there are particles in the environment. So as I searched for a third attribute to test, I figured I would test subtle variances in the colour temperature of the light.

I checked ‘use color temperature’ in the Arnold settings for the spotlight and iterated up in increments of 100 degrees kelvin

5000 degrees Kelvin

5000 degrees Kelvin

5100 degrees Kelvin

5100 degrees Kelvin

5200 degrees Kelvin

5200 degrees Kelvin

5300 degrees Kelvin

5300 degrees Kelvin

5400 degrees Kelvin

5400 degrees Kelvin

5500 degrees Kelvin

5500 degrees Kelvin

5600 degrees Kelvin

5600 degrees Kelvin

5700 degrees Kelvin

5700 degrees Kelvin

5800 degrees Kelvin

5800 degrees Kelvin

5900 degrees Kelvin

5900 degrees Kelvin

 

What I have learned –

I tested the colour spectrum between slightly yellow light at 5000 through netral ‘daylight’ at 5500 and then through to a bluer light at 5900. I would depend on the manufacturer but I think I will just do what feels right for the scene. Now I have a great look up chart.

 

 

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Wedge Study 2 – Car wheel rims

How ‘shiny’ do I want the wheel chrome to be? In my test render at maximum shininess, they seemed to be a distraction and drew too much attention to the eye.

I am not working for a car company and matching an established look, rather I am creating something that looks pleasing so its up to me to find the balance. I am testing the ‘roughness’ value on the specular properties starting at zero for maximum shine and going up in increments of .05 –

Specular roughness at 0

Specular roughness at 0

Specular roughness at 0.05

Specular roughness at 0.05

Specular roughness at 0.1

Specular roughness at 0.1

Specular roughness at 0.15

Specular roughness at 0.15

Specular roughness at 0.2

Specular roughness at 0.2

Specular roughness at 0.25

Specular roughness at 0.25

Specular roughness at 0.3

Specular roughness at 0.3

Specular roughness at 0.35

Specular roughness at 0.35

Specular roughness at 0.4

Specular roughness at 0.4

Specular roughness at 0.45

Specular roughness at 0.45

 

What I have learned – 
As the roughness value goes up, the wheels start to move into a flatter, more diffused plastic kind of look. The renderer mimics a surface the has some granular texture which diffuses the light rays and bounces them out at angles. I prefer the lower values and the more chrome like look but for my taste .15 is just enough to break up the harshness and aliased feel you get at 0.