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Porsche 911 GT2 RS

By dangeruss
179 Favourites
29 Comments
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A 611-horsepower engine crossed with an elegant leather interior. The most powerful production car ever built by Porsche, coupled with looks that would cause a sailor to blush. The 2012 Porsche 911 GT2 RS is the top of the line version of Porsche’s latest 911 and features stunning looks along with twin turbos, an adjustable suspension, carbon-ceramic brakes, and the kind of power that demands attention. No wonder so many reviewers have referred to Porsche’s latest masterpiece as “Beauty & the Beast”—it’s at once a stunning piece of automotive eye candy, and objectively one of the most terrifyingly powerful cars to be released in years. Yet, despite its grunt, the GT2 RS manages its power well. This is a smooth-driving and easy-to-handle car at low speeds and one that will peel your face off at the limit.

3D Studio MAX - Vray - Photoshop
Image details
Image size
1920x1080px 2.27 MB
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© 2012 - 2021 dangeruss
Comments28
anonymous's avatar
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koso27's avatar
This is the best car render I have ever seen. 
Artsoni3D's avatar
I like this render,
it's very very good done,
congratulations for this 3D piece..
Jesusdragon737's avatar
That is too real!!
BO-EM's avatar
sed's avatar
:iconfliphairplz: Very cool
rolito86's avatar
great work like always
Flem-FR's avatar
Could be on Cartier's jewels catalogue !
inmyside's avatar
nothing to say !! ... just unreal !! :)
wizzoo7's avatar
WOW some guys have a little too much time on their hands I think or maybe too much of something else on their hands , either way this is a stunning render that only a handful can achieve well done Russ !!
sKasse's avatar
It's not about having too much time on your hands. It's about engaging in discussion and critiques related to your field in order to learn and better yourself, better your own work, and better the work of the community.

If you, as an artist, are not open to critiques and will be offended any time says something other than praise, you will not go far in this industry. Best of luck…
wizzoo7's avatar
OK !...... How far have you gotten with your blahblahblah but I am sure you already know what i'm saying attitude ?

I'm all for critique when it is warranted but sometimes you need to relax and enjoy what is in front of you instead of trying to big note yourself !
bachterman's avatar
nice photo! oh wait...
Muskrat4893's avatar
Wow, at first I thought this was a real picture. Simply amazing!
Aplos's avatar
jedimario's avatar
611 lagged horsepower sitting behind the rear wheels, almost nothing sitting on top of the fronts. That's not a recipe for disaster at all :P

Still love the car, it's crazy and not really marketed as their serious track machine, so I can appreciate it.

Oh yeah, nice render and stuff too ;)
sKasse's avatar
Looks really good. The only critique I have has to do with the IBL reflections. The Visible trucks along the door and the paint strip along the bumper give away the fake environment, plus with the shallow DoF that's being used, those reflections should be blurred anyhow. Regardless, nice work.
dangeruss's avatar
Agreed on all but the reflections being blurred. It doesn't work that way.
sKasse's avatar
I really don't intend to hijack your comments or come off like a dick but, it does work that way.

Those reflections are behind the camera. The ground under the camera is out of focus, therefore objects behind the camera would be as well.

I can't tell if you are using in camera dof or a depth pass so I'll do my best to summarize. Since vRay ignores the size of the domeLight, there is no way for vRay to "know" the distance of the domeTex (if thats how youre doing it) from your camera. So instead of applying DoF, it leaves it clean. If you're using a depth pass you'd have to combine mattes with an inverted zdepth, but i'm sure you know that already.

You can test this with a simple scene in vRay if you want. Just set up your physicalCamera with the domeLight, a chrome sphere, and few objects located around the environment. Everything but the domeLight will be applied through the DoF.

I'm a big fan of the work you do and this is the first time i've noticed this. Don't take me for a snob :)
dangeruss's avatar
[link]

It was my intention to "replicate" this photo.

[link]

Notice that the reflected portion of the blurred BG is in focus. The reflection is a surface effect. If that surface is in focus, the reflection will be as well.
sKasse's avatar
Yeah, you are completely right! I couldn't find any images that worked for/against my point last night which is why I tried it in vray. I found this picture this morning and completely proves your point.
[link]

Thanks for taking the time to reply!
The-IC's avatar
i just tested VRays depth of field, and it *doesn't* behave the way you describe, nor should it...any light coming from objects behind is bouncing off the reflective surface first, not entering the camera directly, so its distance to the camera is irrelevant as far as depth of field is concerned...the only reason it should be blurry is if the reflective surface itself is out of focus
sKasse's avatar
I did as well which is why I included it. But maybe I did something incorrectly with an unconscious agenda :/
anonymous's avatar
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