Learn how V-Ray 5 for 3ds Max’s materials helped create this crashed car rendering

  • By
  • June 6, 2022
  • AutoCAD

Learn how V-Ray 5 for 3ds Max’s materials helped create this crashed car rendering –

I created this image of a vehicle collision in an civic terrain using 3ds Max and V- Ray 5 for 3ds Max, with Phoenix FD for 3ds Max for some bank and fluid goods. I wanted to produce an image that would punctuate the use of V- Ray 5’s erected– in material library and Chaos reviews on the buses , terrain, and fluids. The terrain utilizes iToo software’s Forest Pack, Evermotion trees and structures and humans, the road texture is fromTextures.com, and the vehicles are from Turbosquid. The thing of the image is to present a dynamic and realistic vehicle collision.

Modeling –



The vehicles have had a collision, so damage modeling to their surface is needed. I started with a mesh elect modifier to elect what I wanted to acclimate, using a 4x4x4 free form deformer modifier in 3ds Max. After moving the figure in the asked dents and crushed areas, I applied an edit poly modifier.

To add detail to the damaged areas, I used a vertex makeup distortion in the edit poly modifier and a noise modifier to add some minor details to the mesh. On the top of the modifier mound, I added an redundant turbo smooth to clean up any jagged areas that may have appeared. The use of 3ds Max modifiers helps reduce the hand modeling time and allows me to make quick adaptations thanks to their modular nature.

A V- Ray mix material showing some tarnished essence beneath the makeup was also applied. Eventually, to produce the figure for the smashed tail light on the ground, I did a introductory MassFx simulation.

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Materials and textures –



I wanted to showcase the new V- Ray 5 material library and Chaos overlook’s capability to give stupendous out- of- the- box accoutrements . The vehicles use a combination of the erected- in V- Ray 5 library and Chaos reviews for the auto makeup and carbon fiber. Some Evermotion accoutrements , similar as the streetlights and cement, were replaced with erected- in V- Ray accoutrements , but the Evermotion trees distributed with Forest Pack as custom-made objects retained their native accoutrements and textures.

As the camera is so close to the road, I demanded a high- resolution 4K texture fromtextures.com with the needed height and reflection charts. A V- Ray mix material was employed to a small degree in the damaged areas to let some raw essence show through the auto makeup. Eventually, I made a color adaptation to the erected- in olive oil painting fluid material and used a Phoenix for 3ds Max fluid simulation to represent oohing antifreeze.


Camera setup –

Once I had that each in- camera, I decided to show off further of the vehicles and the V- Ray accoutrements . I moved the camera to further of an overhead three- diggings angle. still, it started to get too important of an orthographic look, which wasn’t veritably dynamic.



So, I lowered the camera and dropped the lens to 30 mm to get that nice wide- angle, dramatic shot. With this perspective, I could also show off the vehicles in the sun and have further of the Phoenix sims visible. By filling the shot with the buses , I was suitable to reduce the quantum of background work, similar as sidewalk props and extensions, as well.

Lighting –



I created the lighting for this scene with a V- Ray sun and a 16k HDRI fromhdrihaven.com, which has numerous HDRIs suitable for amid-day scene of an civic terrain. I also usedscriptspot.com’s Find and Bind script, which applies the HDRI to a pate light and terrain while also wiring a V- Ray sun to the sun position in the HDRI.



From then, I can rotate the pate light to acclimate where the light is hitting the scene. I didn’t use exposure on my camera, so I demanded to drop the V- Ray sun intensity multiplier down to.007 to keep effects from blowing out. There’s also a tone- illuminated material in the SUV lights.

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Rendering –



I rendered the scene with V- Ray 5 for 3ds Max’s CPU renderer. The final render is a 3840×2160 image. I used the pail image sample with1/24 min/ maximum subdiv, a noise threshold of.007, and a pail range of 16 pixels. I used brute force for the primary GI( bounces set to 3) and light cache for the secondary with a 3000 subdiv setting.

I went with the CPU render because I am more familiar with it and how accoutrements reply toit.However, I would generally use the V- Ray denoiser render element, exercising the NVIDIA AI denoiser, If I am doing an vitality. still, as this piece was a still render, I decided not to and just upped my settings and resolution to clean up the image as demanded. I also added a Z- Depth render element set to bases and a V- Ray redundant tex render element with a dirt chart for ambient occlusion.


Post-production –

Although I had some in- camera depth of field, I wanted further control to increase it with the render element in Photoshop. Once I achieved a depth- of- field I liked, I brought in the ambient occlusion render element, added it in, and masked it down from any areas where it wasn’t wanted. On still images, I like to add a polychromatic aberration to the image.

This can fluently be overdrawn and isn’t really a asked effect for shutterbugs — but I suppose it adds a subtle position of literalism as it’s an artifact that physical cameras have. Eventually, I added a slight picture to the overall image.



I feel this image represents my original conception. The V- Ray out- of- the- box accoutrements look great, and the ease of V- Ray 5 to render a clean image at a fast speed made it an ideal tool for this design.

further details could be added to the terrain, and having some background vehicles would have been nice, but the image started to feel busy and cluttered as I tried adding further buses to the edges of the scene. I would have liked to have meliorated the fluid simulation more, have it running out of different areas below the SUV with colorful multicolored fluids, plus dark or stained areas on the road face.

Another thing I might have done else is to have the relegation on the road created in the factual figure rather of the material, and run the sims and mass fx over that. With the relegation in the material, I ended up having to acclimate the fluid and broken glass figure with trial- and- error renders.

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But overall, I’m satisfied with the image, and I had a great experience with V- Ray 5 for 3ds Max, its erected- in material library, and Chaos reviews.



Ajinkya Bhosale

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