Testing out the matte environment option in FStorm. Some distortion here because I used a simple bowl shape for the ground projection. I’ll have to build some basic geometry to project the environment onto to fix it.
That aside, I’m still impressed with the look/tone mapping and the HDR/EXR illumination in FStorm.
Here are a few different paint materials (FStorm + 3ds Max). The configurations are similar in that there’s a base layer + 2 flake layers (turn these on/off and adjust colors as needed) + clear coat layer. Within each of those materials are procedural shaders and some bitmaps to break up colors, gloss, and add bump/roughness.