
At the beginning of 2018, I tried to figure out something to create for my portfolio. The next step for me would be to create a car, since I had not previously tried it and I felt ready to attempt something more complicated. I have always loved Lamborghini and my favorite is the Aventador. It was not a difficult choice.
For an introduction of the Lamborghini Aventador, I would strongly recommend watching Top Gear’s review of it. This footage, along with some blueprints, has been a massive source of inspiration.
This project has challenged me in many ways, and taught me new essential workflows especially when creating cars. I would lie if I did not say that I made any mistakes along the way, but it was all worth it. Now, I want to finish up this project and continue making cars now that I know how to approach it. I realize I still have a long way to go, but this is better than what I have produced in the past. I will only continue to work harder on these kind of projects to become better. Most importantly, I had fun and it feels good to have found my way back to it.
I would also like to thank my friends Jonte Carrera and Jesper Eriksson for the helpful feedback I have received in order to improve my work.
Arnold Renderer
Most importantly, I had to learn more about the Arnold Renderer. I feel old, but I started out with Mental Ray. Arnold is now the default renderer in Maya. Solid Angle, the creator of Arnold, was acquired by Autodesk in 2016. Arnold is an optimized brute force algorithm (named after the bodybuilder Arnold Schwarzenegger). Global illumination is calculated on every pixel of the frame. Without sampling, it would be more expensive than sampling techniques such as final gathering or irradiance mapping.
The strengths of Arnold are:
- Very fast photorealism.
- Cross-application compatible.
- Much faster than similiar renderers, such as Autodesk RayTracer or ART.
- Arnold is an unbiased renderer, it’s more physically accurate. Mental Ray is a biased renderer.
- Global and local control over sampling and ray depth, the number of bounces.
In short, greater realism with less effort. But as with all things, there are some limitations to consider:
- Limited render to texture. Mental Ray is better here for content-creation for games, no seperate diffuse and specular pass.
- No background rendering (batching) or render farms.
- Transmissive and hard caustic (light focused by curved surface) is not possible. No photon mapping, no transmissive or refractive caustics.
Rendering
However, the car is not quite done yet. The rest of the week will be focused on fine-tuning the rendering settings to prepare for the final rendering. There has been a lot of tweaking as well with the mesh, as I suffered from some skewed faces that caused me to have weird reflections…some of them are still present but it is much better in comparison to only a few days ago. It is still a bit low poly in some areas as well, most notably around the wheels. The lighting model is not final, I just set up some quick point lights to give the car some highlights on top of the image based lighting.




