The Ray Tracing Revolution in Unreal Engine 5 for Automotive
The pursuit of perfection in digital automotive representation has long been a demanding journey. For years, achieving truly stunning, lifelike visuals meant relying on time-consuming offline renderers, a bottleneck for iterative design and real-time experiences. The dream of showcasing a meticulously crafted vehicle with the fidelity of a marketing render, but interactive and in real-time, seemed perpetually just out of reach.
Enter Unreal Engine 5. With its groundbreaking advancements, particularly in real-time ray tracing, the gap between offline and real-time rendering has not just narrowed—it’s practically vanished. For automotive visualization professionals, game developers, and 3D artists, this represents a paradigm shift. No longer do you need to compromise on quality for interactivity. Now, you can explore every curve, every reflection, and every subtle material detail with unprecedented `real-time photorealism`.
This comprehensive guide will unlock the secrets to mastering real-time ray tracing for automotive projects within Unreal Engine 5. We’ll dive deep into configuring the engine, crafting physically accurate materials, optimizing your assets, and setting up lighting and post-processing to achieve breathtaking results. By the end, you’ll be equipped to elevate your `automotive visualization` to a new standard, showcasing your models—perhaps even some exquisite ones from 88cars3d.com—with unparalleled fidelity.
The Ray Tracing Revolution in Unreal Engine 5 for Automotive
The fundamental shift from traditional rasterization to ray tracing is a game-changer for digital graphics. Rasterization works by projecting triangles onto a 2D screen, then shading them. While highly optimized, it struggles with physically accurate global illumination, reflections, and refractions, often relying on screen-space approximations or pre-baked data.
Ray tracing, conversely, simulates light’s physical behavior by tracing rays from the camera into the scene. When a ray hits an object, new rays are spawned to calculate reflections, refractions, and how light scatters and bounces around the environment. This inherently provides far more accurate lighting, shadows, and material interactions, making it an indispensable tool for achieving true `real-time photorealism` in `Unreal Engine 5 rendering`.
For `automotive visualization`, the benefits are profound. Vehicle surfaces are highly reflective and refractive, critical elements that define their aesthetic. Ray tracing delivers:
- Perfect Reflections: Every detail of the environment, surrounding vehicles, and even subtle bodywork reflections are rendered with pixel-perfect accuracy.
- Accurate Refractions: Headlights, windshields, and taillights refract light realistically, creating depth and realism previously impossible in real-time.
- Soft, Realistic Shadows: Shadows become physically accurate, with realistic penumbrae and variations based on light source size and distance.
- Global Illumination: Light bounces naturally, illuminating hidden areas and contributing to overall scene realism, especially with solutions like Lumen.
This suite of features transforms how we perceive digital vehicles, elevating them from mere 3D models to virtual objects indistinguishable from their real-world counterparts.
Configuring UE5’s Ray Tracing for Automotive Excellence
Unlocking the full potential of real-time ray tracing in Unreal Engine 5 requires careful configuration. UE5 offers a hybrid approach, combining hardware-accelerated ray tracing with software solutions like Lumen, providing both flexibility and scalability for various hardware capabilities. Understanding how to set these up is crucial for optimal `Unreal Engine 5 rendering` performance and visual quality.
Enabling Ray Tracing in Your Project
Before diving into specific settings, you must first enable ray tracing at the project level. This involves a few key steps:
- Project Settings: Go to Edit > Project Settings.
- Rendering Section: Under the Engine category, navigate to Rendering.
- Enable Ray Tracing: Scroll down to the Hardware Ray Tracing section and check the Ray Tracing box.
- Default RHI: Ensure your project is set to use DirectX 12. In the Rendering settings, under Default RHI, select DirectX 12. Restart the editor when prompted to apply these changes.
- SM6 Shaders: Also ensure Support Compute Skincache for Ray Tracing and Support Ray Tracing Effects are enabled.
These initial steps lay the groundwork for using ray tracing features. Keep in mind that a compatible graphics card (NVIDIA RTX series, AMD RX 6000 series or newer) is essential for hardware-accelerated ray tracing, directly impacting `NVIDIA RTX performance` and similar hardware.
Understanding Lumen Global Illumination
Lumen is Unreal Engine 5’s default global illumination and reflections system, providing real-time indirect lighting without needing baked lightmaps. It’s a revolutionary software-based solution that significantly contributes to `real-time photorealism` and works seamlessly alongside hardware ray tracing. While it’s software-driven, Lumen can also leverage hardware ray tracing for improved accuracy on supported GPUs.
For `automotive visualization`, Lumen is indispensable for capturing the subtle light bounces that define a vehicle’s appearance in a showroom or on a street. To configure Lumen:
- Post Process Volume: Add a Post Process Volume to your scene and ensure its ‘Unbound’ property is checked.
- Global Illumination & Reflections: In the Post Process Volume details, navigate to the Global Illumination and Reflections sections.
- Method: Set both Global Illumination Method and Reflections Method to Lumen.
- Quality Settings: Adjust Lumen’s quality settings based on your needs. For high-end `automotive visualization`, consider increasing values like Lumen Scene Detail, Final Gather Quality, and Max Bounces. Be mindful that higher settings will impact `game engine optimization` and performance.
Lumen provides robust indirect lighting for all objects, but for highly reflective surfaces like car paint and chrome, augmenting it with hardware ray-traced reflections often yields superior results. This hybrid approach ensures you get the best of both worlds: robust global illumination from Lumen and pixel-perfect reflections from hardware ray tracing.
Fine-Tuning Hardware Ray Tracing
Once enabled, you can selectively apply hardware ray tracing to specific effects through your Post Process Volume. This allows you to target the most visually critical aspects, such as reflections and shadows, for the highest fidelity without overtaxing your system. This careful balance is key to maintaining good `NVIDIA RTX performance`.
- Post Process Volume – Ray Tracing Settings: Within your Post Process Volume, locate the Ray Tracing section.
- Ray Tracing Reflections: For `automotive visualization`, ray-traced reflections are paramount. Set Reflections > Method to Ray Tracing. Increase Samples Per Pixel and Max Roughness for clearer, more detailed reflections on diverse materials.
- Ray Tracing Shadows: While Lumen provides excellent soft shadows, hardware ray-traced shadows offer even greater accuracy, especially for direct light sources. Set Shadows > Method to Ray Tracing. Adjust Samples Per Pixel and Max Ray Distance to control quality and range.
- Ray Tracing Global Illumination (Optional): For very specific scenes or highly static environments, you might consider setting Global Illumination Method to Ray Tracing as well. However, Lumen is generally more robust and performs better for dynamic scenes.
- Ray Tracing Ambient Occlusion: Enabling ray-traced ambient occlusion adds subtle contact shadows, enhancing depth where surfaces meet, crucial for detailed vehicle meshes.
- Translucency: For materials like glass, headlights, and taillights, enabling ray-traced translucency vastly improves the accuracy of light passing through and refracting from these surfaces.
Remember to monitor your frame rate while adjusting these settings. You can use the `stat gpu` command in the console to get a breakdown of GPU usage, helping you identify performance bottlenecks and fine-tune your settings for optimal `game engine optimization`.
Crafting Physically Accurate Automotive Materials
Even with advanced ray tracing enabled, your scene will only look as good as its materials. For `automotive visualization`, creating physically accurate `car paint shaders UE5`, realistic chrome, and nuanced glass is non-negotiable. Ray tracing truly brings these materials to life, revealing their subtle properties and making them pop with incredible `real-time photorealism`.
The Art of Car Paint Shaders UE5
Automotive paint is notoriously complex, featuring multiple layers that contribute to its unique appearance: a base coat for color, metallic flakes for sparkle, and a clear coat for gloss and protection. Replicating this in Unreal Engine 5 requires a layered material approach.
A typical `car paint shaders UE5` setup involves:
- Base Color & Metallic Flakes:
- Start with a base material that defines the primary color and metallic properties.
- Incorporate a custom function or texture to simulate metallic flakes. This often involves using a fresnel-driven normal map or a noise texture to modulate the metallic and roughness values at glancing angles, mimicking the way flakes catch the light.
- Clear Coat Layer:
- Unreal Engine’s default material already supports a Clear Coat input, making this straightforward. Connect a value (typically 1.0 for full clear coat) to the ClearCoat input of your main material.
- Adjust the ClearCoat Roughness (often a low value like 0.03-0.08) and ClearCoat Normal for subtle imperfections or orange peel effect. Ray tracing excels at rendering the distinct reflections of this top layer.
- Anisotropy (Optional but Recommended):
- Many premium automotive paints exhibit slight anisotropy, where reflections stretch in a specific direction. Implement this using the Anisotropy and Tangent inputs in the material. A tangent map can control the direction of the anisotropic reflections.
By carefully balancing these elements, you can create a `car paint shaders UE5` that reacts beautifully to light, showcasing vibrant reflections and deep, rich colors under ray tracing.
Realistic Chrome and Metallic Surfaces
Chrome, polished metals, and other highly reflective surfaces are where ray tracing truly shines. Achieving realism here is simpler than car paint but equally critical for a convincing `automotive visualization`.
- Metallic Value: Set the Metallic input to 1.0 (fully metallic).
- Roughness: This is the key. For highly polished chrome, set Roughness to a very low value (e.g., 0.01-0.05). For brushed metals, increase the roughness and potentially introduce a texture map to break up the reflections.
- Anisotropy: Many brushed metals also benefit from anisotropy to simulate directional scratches.
Ray-traced reflections ensure that these surfaces accurately reflect their surroundings, adding another layer of `real-time photorealism` to wheels, badges, and trim.
Glass, Headlights, and Transparent Elements
Glass and transparent materials are notoriously difficult to render realistically in real-time. Ray tracing, however, handles refraction and light transmission with physical accuracy, making them look incredibly convincing.
- Material Setup:
- Set the Blend Mode to Translucent.
- Connect a low value (e.g., 0.05) to the Roughness input for clean glass.
- For windshields and windows, ensure Screen Space Reflections are off and Ray Tracing Translucency is enabled in your Post Process Volume for accurate refractions.
- Use the Refraction input, typically with an IOR (Index of Refraction) value around 1.5 for common glass.
- Consider using the Single Layer Water shading model for thin glass if you need absorption or scattering effects, although it’s often more complex than necessary for basic windows.
- Headlights/Taillights:
- These often combine glass elements with emissive materials and complex reflectors. Create separate materials for the outer lens (translucent with refraction) and the inner light sources (emissive).
- Ray-traced shadows and reflections will correctly interact with these complex shapes, ensuring light passes through lenses and illuminates the road realistically.
By giving attention to these material properties, you ensure that every part of your automotive model contributes to the overall `real-time photorealism`.
Optimizing Assets and Scenes for Real-Time Ray Tracing
While ray tracing is powerful, it’s still computationally intensive. Efficient asset management and `game engine optimization` are critical to achieving high frame rates, especially for intricate `automotive visualization` scenes. Even when using high-quality models, such as those you might find on 88cars3d.com, understanding these principles will empower you to push visual fidelity further without sacrificing `NVIDIA RTX performance`.
Mesh Preparation and LODs
High-polygon models are standard for automotive assets. While ray tracing can handle complex geometry, excessive polygons will still impact performance, particularly for indirect lighting calculations. Good mesh hygiene is paramount:
- Clean Geometry: Ensure your meshes have clean topology with optimized polycounts. Remove any unnecessary interior geometry that won’t be seen.
- Appropriate Polycount: Aim for a balance. A vehicle might have millions of polygons for extreme detail, but ensure each part contributes meaningfully.
- Level of Detail (LODs): Implement LODs for all non-hero assets and even for the vehicle itself when seen from a distance. Unreal Engine’s automatic LOD generation can be a good starting point, but manual optimization often yields better results. This significantly reduces the geometry the ray tracer needs to process for objects further from the camera.
- Merge Actors: For static scene elements, use the “Merge Actors” tool to combine multiple small meshes into a single, more efficient actor, reducing draw calls.
Texture Resolution and UV Mapping
Textures contribute significantly to both visual quality and memory footprint. PBR (Physically Based Rendering) texture sets are standard and critical for physically accurate materials.
- Optimal Resolutions: Use appropriate texture resolutions (e.g., 4K or 8K for hero vehicle parts, 2K for less critical elements, 1K for distant objects). Don’t use unnecessarily high-resolution textures where they won’t be noticed.
- Efficient UV Layouts: Ensure UVs are well-packed without excessive stretching or overlapping. Overlapping UVs, while sometimes necessary for tiling textures, can complicate lightmap generation if you ever need it.
- Packed Textures: Combine multiple grayscale maps (e.g., Roughness, Metallic, Ambient Occlusion) into different channels of a single RGB texture to save memory and reduce texture lookups.
Scene Complexity and Instancing
The number of unique objects and their material complexity can heavily influence performance. `Game engine optimization` goes beyond just the vehicle itself.
- Static vs. Dynamic Objects: Whenever possible, set objects to “Static.” Static objects benefit from various engine optimizations, including pre-computed lighting (if you mix with baked lightmaps) and improved culling.
- Instanced Static Meshes (ISM): For repeated static objects (e.g., streetlights, trees in a background environment, crowds), use Instanced Static Meshes. This allows the GPU to render multiple instances of the same mesh with a single draw call, drastically improving `NVIDIA RTX performance`.
- Culling Distances: Adjust culling distances for objects that aren’t critical up close. This prevents the engine from rendering objects that are too far away to be seen effectively.
- HLODs (Hierarchical Level of Details): For very large environments, HLODs can combine many smaller objects into a single mesh at a distance, reducing draw calls and rendering complexity.
Lighting and Post-Processing for Showroom Quality
Beyond material accuracy and configuration, the magic truly happens with thoughtful lighting and post-processing. These elements collectively transform a well-modeled and textured car into a breathtaking `real-time photorealism` showcase, perfect for `automotive visualization` in `Unreal Engine 5 rendering`.
Illuminating Your Automotive Masterpiece
Effective lighting is paramount to showcasing the form, reflections, and materials of your vehicle. Ray tracing empowers you to use physically accurate light sources that interact realistically with your scene.
- HDRIs for Environment Lighting: An HDRI (High Dynamic Range Image) is the backbone of realistic environment lighting. Place a Sky Light actor in your scene and assign a high-quality automotive studio HDRI or an exterior environment HDRI. The Sky Light will capture the lighting information from the HDRI and project it onto your scene, providing natural ambient and reflected light. Ensure the Sky Light is set to “Movable” to benefit from real-time ray-traced global illumination.
- Directional Light: Simulate the sun with a Directional Light. With ray-traced shadows enabled, you’ll get highly accurate, soft shadows that respond to the light source’s angle and size. Adjust the light’s source radius for softer or sharper shadows.
- Spot and Rect Lights: These are your workhorse lights for detailed illumination, simulating studio softboxes or car headlights.
- Spot Lights: Great for focused highlights on body panels or to emphasize specific features.
- Rect Lights: Ideal for simulating large softbox lighting often used in car photography, producing beautiful, even reflections on curved surfaces. Ensure their source width and height are appropriately scaled to create soft light.
- Light Portals: For interior scenes or scenes with windows, placing Light Portals at openings (like windows) for Sky Lights can significantly improve the quality and reduce noise of ray-traced global illumination passing through those openings.
Experiment with light positions and intensities. Use fill lights to soften shadows and rim lights to define contours. The interactivity of `Unreal Engine 5 rendering` with ray tracing means you can make these adjustments in real-time, speeding up your lighting workflow dramatically.
Harnessing Post-Processing Effects
Post-processing is the final polish that elevates your render from good to exceptional. Applied through a Post Process Volume, these effects simulate camera lenses and film stock, adding atmosphere and artistic flair.
- Exposure: Crucial for balancing the overall brightness of your scene. Auto Exposure can be useful, but manual control offers more artistic precision.
- Color Grading: Adjust saturation, contrast, white balance, and tint to set the mood. Use a Lookup Table (LUT) for advanced color grading.
- Vignette: A subtle darkening towards the edges of the frame can draw the viewer’s eye towards the center, emphasizing the vehicle.
- Bloom: Creates a glow around bright areas, enhancing the visual impact of emissive lights (like headlights) and strong reflections. Keep it subtle to avoid washing out details.
- Lens Flares & Dirt Mask: Realistic lens flares and a subtle dirt mask can add a cinematic feel, simulating how light interacts with a camera lens.
- Depth of Field (DOF): Use a shallow depth of field to isolate your vehicle, blurring the background and foreground, mimicking professional photography.
- Screen Space Reflections (SSR) vs. Ray Traced Reflections (RTR): Ensure that for your primary vehicle reflections, you prioritize Ray Traced Reflections (set in the Post Process Volume). SSR can be a fallback for less critical reflections or background elements, but RTR offers superior accuracy and `real-time photorealism`.
- Chromatic Aberration & Film Grain: These effects, when used subtly, can add a touch of photographic realism or vintage charm.
Every post-processing effect should be applied judiciously. The goal is to enhance the `real-time photorealism` without making the image look artificial or over-processed. By combining powerful lighting with intelligent post-processing, your `automotive visualization` will truly stand out.
Advanced Workflows and Performance Considerations
Mastering real-time ray tracing in Unreal Engine 5 is an ongoing journey. Beyond the core setup, understanding advanced workflows for presentation and deep diving into performance optimization will refine your craft and ensure your projects run smoothly while maintaining stunning visuals.
Sequencer for Cinematic Automotive Renders
For high-end `automotive visualization`, simply having a beautiful real-time scene isn’t enough. You often need to present it dynamically through cinematic sequences. Unreal Engine’s Sequencer is an incredibly powerful non-linear editor for creating stunning real-time cinematics.
- Camera Animation: Use Sequencer to animate cameras along splines or manually keyframe their movement. Focus on elegant, sweeping shots that highlight the vehicle’s form and details.
- Light Animation: Animate lights to simulate time-of-day changes or a dynamic studio lighting setup.
- Material Parameters: You can even animate material parameters, like changing car paint colors or adding dynamic wear effects, directly within Sequencer.
- Rendering Sequences: Once your cinematic is complete, use the Movie Render Queue within Sequencer to output high-quality video or image sequences. This allows for superior anti-aliasing, motion blur, and other render pass options that enhance the final output far beyond real-time playback quality.
This workflow bridges the gap even further between real-time interaction and polished, pre-rendered marketing materials, offering unparalleled flexibility for `automotive visualization`.
Profiling and Debugging Ray Tracing Performance
Maintaining a smooth frame rate while pushing `real-time photorealism` with ray tracing can be challenging. Efficient `game engine optimization` requires regular profiling and debugging to identify and address bottlenecks. This is especially true when aiming for optimal `NVIDIA RTX performance`.
- GPU Visualizer (Ctrl+Shift+,): This is your most powerful tool. It provides a detailed breakdown of GPU frame time, showing exactly where resources are being spent (e.g., ray tracing reflections, global illumination, post-processing, base pass rendering). This can immediately tell you if ray tracing is the primary performance culprit.
- Stat Commands:
- `stat gpu`: Shows overall GPU usage.
- `stat rhi`: Displays Rendering Hardware Interface stats.
- `stat rtx`: Provides detailed statistics specifically for ray tracing components.
- `r.RayTracing.Culling` [0/1]: Toggles ray tracing culling for debugging.
- `r.RayTracing.Debug` [value]: Various debug visualizations for ray tracing, like showing hit normals or ray counts.
- Scalability Settings: Unreal Engine’s scalability settings (under Settings > Engine Scalability Settings) offer a quick way to adjust quality levels globally. For ray tracing, specifically, you can adjust `r.RayTracing.Quality` to a lower preset or individual components like `r.RayTracing.Reflections.SamplesPerPixel` directly in the console or your `DefaultEngine.ini` for more granular control.
- Optimizing Ray Tracing Specifics:
- Max Bounces: Reduce reflection or global illumination bounces if performance is critical and visual impact is minimal.
- Samples Per Pixel: Lowering samples will introduce more noise but significantly improve performance. You can often compensate with denoising (which UE5 handles quite well).
- Ray Tracing Geometry: Ensure only necessary geometry is marked for ray tracing in the details panel of meshes. For example, background elements far away might not need full ray tracing precision.
Regularly profiling your scene as you build it will save you headaches down the line. Understanding how to interpret performance data allows you to make informed decisions about visual fidelity versus frame rate, ensuring a smooth experience for your audience.
Conclusion: The Future of Automotive Visualization is Real-Time
The journey to `real-time photorealism` in `automotive visualization` has been long and challenging, but with Unreal Engine 5’s revolutionary `Unreal Engine 5 rendering` capabilities, particularly its robust real-time ray tracing, the future is here. We’ve explored the fundamental shift from rasterization, meticulously configured UE5’s ray tracing features, delved into crafting physically accurate materials like `car paint shaders UE5`, and optimized scenes for peak `NVIDIA RTX performance`.
The power to create interactive, visually stunning automotive experiences that rival offline renders is now firmly in your hands. This technology empowers designers to iterate faster, marketers to showcase products more dynamically, and artists to push the boundaries of creative expression.
Embrace the challenge, experiment with these techniques, and unlock a new dimension of visual fidelity for your automotive projects. The road to stunning `real-time photorealism` is clear, and the tools are readily available. Begin your next automotive masterpiece with confidence—and if you’re looking for the highest quality foundation, explore the exceptional 3D automotive models available at 88cars3d.com to kickstart your next project today!
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Toyota Yaris 2020 3D Model
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Material: Yes
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Volkswagen Beetle 2012 3D Model
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Toyota Matrix 2005 3D Model
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Toyota Yaris Sedan 3D Model
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Volkswagen Golf R-004 2024 3D Model
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Volkswagen Golf 5 Door 2010 3D Model
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Toyota Premio 2010 3D Model
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Toyota Opa 2000 3D Model
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Volkswagen Polo 5 Door 2010 3D Model
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Toyota Prius 2024 3D Model
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Toyota Yaris 1999 3D Model
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Toyota Supra 2020 3D Model
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Volkswagen New Beetle 2000 3D Model
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Volkswagen Jetta 2005 3D Model
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Volkswagen Golf 3-Door 3D Model
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Volvo V70 2005 3D Model
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Volkswagen Bora 2004 3D Model
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Volkswagen Lupo 3D Model
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Volkswagen Passat B5 2000 3D Model
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Volkswagen Passat CC 3D Model
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Volkswagen Golf V 2006 3D Model
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Volvo S60 R-Design 2024 3D Model
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Volkswagen Passat 2025 3D Model
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Volkswagen Passat Variant B6 2005 3D Model
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Volkswagen Phaeton W12 2004 3D Model
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Volkswagen Scirocco 2015 3D Model
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Volvo S60 2024 3D Model
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Volkswagen Polo 3D Model
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Volkswagen Golf 5-Doors 2018 3D Model
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Volvo C70 T5 2000 3D Model
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Volvo S40 Sedan 2004 3D Model
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Volvo C30 BEV 2012 3D Model
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Volvo C70 1998 3D Model
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Mazda B-Series 3D Model
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Mercsedes Benz Z3-006 3D Model
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Mazda RX-7 3D Model
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Volvo VCC-003 3D Model
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Mercedes-Benz SLR McLaren 2005 3D Model
Texture: Yes
Material: Yes
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GAZ 3110 Pickup 2000 3D Model
Texture: Yes
Material: Yes
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Mazda 626 GF 1997 3D Model
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Volvo S80 2011 3D Model
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Volkswagen Touran restyle-006 3D Model
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Skoda Octavia Scout 3D Model
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Volkswagen Golf V 2006 3D Model
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Mazda CX-7 3D Model
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Mazda Familia 3D Model
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GAS 21 3D Model
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Mercedes-Benz SL500 AMG (R129) 3D Model
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Mercedes-Benz S-Class W221 2005 3D Model
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Mercedes-Benz E-Class W212 2009 3D Model
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Mercedes-Benz E-class Estate S212 2009 3D Model
Texture: Yes
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Mercedes-Benz 190 W201 3D Model
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Mercedes-Benz C230 SportCoupé 2005 3D Model
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Mercedes-Benz SLK 3D Model
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Mercedes 600 SEC W140 1992 3D Model
Texture: Yes
Material: Yes
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Mercedes S-Class 2010 3D Model
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McLaren MP4-12C-001 3D Model
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Mercedes-Benz SLK 350 2005 3D Model
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Mercedes-Benz SL 65 AMG 3D Model
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Mercedes-Benz S500 3D Model
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Mercedes-Benz S55 W220 AMG 1999 3D Model
Texture: Yes
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Mercedes-Benz CLA45 AMG 2017 3D Model
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Mercedes-Benz CL65 C215 AMG 3D Model
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Mercedes-Benz A45 2021 3D Model
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Mercedes-Benz 300SL 1955 3D Model
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Mercedes-Benz 190SL 1955 3D Model
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Mercedes-Benz W124 Brabus V12 3D Model
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Mercedes-Benz SLS AMG GT3-002 3D Model
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Mercedes-Benz C-Class-001 3D Model
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Mercedes-Benz B-Klasse 2023 3D Model
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Mercedes-Benz A-Klasse W168 3D Model
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