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DB11 Study
This Study was Rendered using an RTX 2070 using the ray-tracing ability within this project itself. This project I had Three main Goals, Improve upon Epics Automotive Materials, Create realistic Headlights, and create a "wind-tunnel" effect with colored ribbons.
Improving Materials - I started out with the Automotive Material pack from Epic. From here I added tighter controls for imperfection maps and changed ways it projects, messed with the shading model for a richer color flop and created a better glass material to list a few.
Convincing headlights - In order to achieve this goal I had to remodeled the headlights and the housing for more detail and allow proper texturing. A new material was made for the headlights to create the refracting LED behind the glass. Added a slight chromatic effect to the DRL to convey bending of light as the glass is not ray-traced.
Color Ribbons - To create this effect I first ran a fluid simulation In maya and using a plug-in I exported a vector field. I used the new particle system in Unreal called niagara which is still in beta, because the current system cascade is not supported in ray-tracing. After figuring out how to transfer my knowledge to this new system, I exposed the variables needed allowing for easy adjustment.
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