Tag Archives: wheels

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.

 

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